{"tick": 1, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 0:00 (tick 1 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $5000 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $2000, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 0%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Vehicle: truk Supply Truck $500\n  Ship: lst Transport Boat $500\nYOUR BUILDINGS (id type @cell hp):\n  none\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  mcv (MCV (deploys into Construction Yard)) x1: #119@(12,16)*\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: (none yet)", "raw": "{\"thoughts\":\"Deploy immediately and begin the standard power/economy opening. The enemy is likely far northeast, so prioritize rapid base development first.\",\"notes\":\"Home at (12,16); enemy likely near (95,11). Opening: CY -> power -> refinery -> barracks/second refinery.\",\"commands\":[{\"do\":\"deploy\",\"unit\":119},{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1096, "completion_tokens": 105, "total_tokens": 1201, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1094, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0043989, "upstream_inference_prompt_cost": 0.0030129, "upstream_inference_completions_cost": 0.001386}, "completion_tokens_details": {"reasoning_tokens": 17, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.46, "thoughts": "Deploy immediately and begin the standard power/economy opening. The enemy is likely far northeast, so prioritize rapid base development first.", "notes": "Home at (12,16); enemy likely near (95,11). Opening: CY -> power -> refinery -> barracks/second refinery.", "commands": [{"do": "deploy", "unit": 119}, {"do": "build", "item": "powr"}], "feedback": ["deploy #119: ordered", "build powr: started"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 0}}
{"tick": 1, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 0:00 (tick 1 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $5000 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $2000, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 0%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Vehicle: truk Supply Truck $500\n  Ship: lst Transport Boat $500\nYOUR BUILDINGS (id type @cell hp):\n  none\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  mcv (MCV (deploys into Construction Yard)) x1: #120@(95,11)*\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: (none yet)", "raw": "{\"thoughts\": \"Starting the match. Deploying MCV immediately to set up Construction Yard and beginning production of a Power Plant.\", \"notes\": \"Starting build order: deploy MCV -> powr -> proc -> barr -> weap.\", \"commands\": [{\"do\": \"deploy\", \"unit\": 120}, {\"do\": \"build\", \"item\": \"powr\"}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1152, "completion_tokens": 184, "total_tokens": 1336, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.003108, "upstream_inference_prompt_cost": 0.001728, "upstream_inference_completions_cost": 0.00138}, "completion_tokens_details": {"reasoning_tokens": 107, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.8, "thoughts": "Starting the match. Deploying MCV immediately to set up Construction Yard and beginning production of a Power Plant.", "notes": "Starting build order: deploy MCV -> powr -> proc -> barr -> weap.", "commands": [{"do": "deploy", "unit": 120}, {"do": "build", "item": "powr"}], "feedback": ["deploy #120: ordered", "build powr: started"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 0}}
{"tick": 201, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 0:08 (tick 201 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $5000 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.1%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - deploy #119: ordered\n  - build powr: started\nYOUR NOTES FROM LAST TURN: Home at (12,16); enemy likely near (95,11). Opening: CY -> power -> refinery -> barracks/second refinery.", "raw": "{\"thoughts\":\"Construction Yard is deployed and the first Power Plant is underway. I will place it as soon as ready, then immediately establish ore income with a refinery.\",\"notes\":\"Home (12,16), enemy likely (95,11). First power plant building; next priority refinery, barracks, second refinery.\",\"commands\":[]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1133, "completion_tokens": 99, "total_tokens": 1232, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1131, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00442145, "upstream_inference_prompt_cost": 0.00311465, "upstream_inference_completions_cost": 0.0013068}, "completion_tokens_details": {"reasoning_tokens": 26, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.4, "thoughts": "Construction Yard is deployed and the first Power Plant is underway. I will place it as soon as ready, then immediately establish ore income with a refinery.", "notes": "Home (12,16), enemy likely (95,11). First power plant building; next priority refinery, barracks, second refinery.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 1}}
{"tick": 201, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 0:08 (tick 201 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $5000 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.1%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - deploy #120: ordered\n  - build powr: started\nYOUR NOTES FROM LAST TURN: Starting build order: deploy MCV -> powr -> proc -> barr -> weap.", "raw": "{\"thoughts\": \"Opening is underway: MCV deployed, power plant started. Next step is to place the power plant when ready and queue the ore refinery for income.\", \"notes\": \"Build order: powr (in progress) -> place -> proc -> barr -> weap. Then spam tanks.\", \"commands\": [{\"do\":\"place\",\"item\":\"powr\"},{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1168, "completion_tokens": 789, "total_tokens": 1957, "cost": 0.001071408, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001071408, "upstream_inference_prompt_cost": 0.000124608, "upstream_inference_completions_cost": 0.0009468}, "completion_tokens_details": {"reasoning_tokens": 701, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.5, "thoughts": "Opening is underway: MCV deployed, power plant started. Next step is to place the power plant when ready and queue the ore refinery for income.", "notes": "Build order: powr (in progress) -> place -> proc -> barr -> weap. Then spam tanks.", "commands": [{"do": "place", "item": "powr"}, {"do": "build", "item": "proc"}], "feedback": ["place powr: nothing READY TO PLACE with that type", "build proc: NOT AVAILABLE (not in CAN PRODUCE NOW)"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 1}}
{"tick": 401, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 0:16 (tick 401 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $5000 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.1%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Home (12,16), enemy likely (95,11). First power plant building; next priority refinery, barracks, second refinery.", "raw": "{\"thoughts\":\"Construction Yard is deployed with ample starting cash. Start the power plant immediately, then place it and establish refinery-based income.\",\"notes\":\"Home (12,16); enemy likely near (95,11). Build power, then refinery and barracks.\",\"commands\":[{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1108, "completion_tokens": 86, "total_tokens": 1194, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1106, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0041811, "upstream_inference_prompt_cost": 0.0030459, "upstream_inference_completions_cost": 0.0011352}, "completion_tokens_details": {"reasoning_tokens": 14, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.24, "thoughts": "Construction Yard is deployed with ample starting cash. Start the power plant immediately, then place it and establish refinery-based income.", "notes": "Home (12,16); enemy likely near (95,11). Build power, then refinery and barracks.", "commands": [{"do": "build", "item": "powr"}], "feedback": ["build powr: started"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 1}}
{"tick": 401, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 0:16 (tick 401 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $5000 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.1%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place powr: nothing READY TO PLACE with that type\n  - build proc: NOT AVAILABLE (not in CAN PRODUCE NOW)\nYOUR NOTES FROM LAST TURN: Build order: powr (in progress) -> place -> proc -> barr -> weap. Then spam tanks.", "raw": "{\"thoughts\": \"Opening turn: queue is idle and no power plant exists yet. Build the power plant now, then proceed with refinery and barracks.\", \"notes\": \"Build order: powr -> proc -> barr -> weap. Then spam tanks. Enemy likely at (12,16).\", \"commands\": [{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1190, "completion_tokens": 310, "total_tokens": 1500, "cost": 0.000503208, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000503208, "upstream_inference_prompt_cost": 0.000131208, "upstream_inference_completions_cost": 0.000372}, "completion_tokens_details": {"reasoning_tokens": 232, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.81, "thoughts": "Opening turn: queue is idle and no power plant exists yet. Build the power plant now, then proceed with refinery and barracks.", "notes": "Build order: powr -> proc -> barr -> weap. Then spam tanks. Enemy likely at (12,16).", "commands": [{"do": "build", "item": "powr"}], "feedback": ["build powr: started"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 1}}
{"tick": 601, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 0:24 (tick 601 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $4700 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.1%.\nPRODUCTION: Building: powr READY TO PLACE\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build powr: started\nYOUR NOTES FROM LAST TURN: Home (12,16); enemy likely near (95,11). Build power, then refinery and barracks.", "raw": "{\"thoughts\":\"Construction Yard is deployed with ample starting cash. Place the ready power plant and immediately begin an Ore Refinery to establish income.\",\"notes\":\"Home (12,16); enemy likely near (95,11). Place power, build refinery, then barracks and second refinery/war factory.\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\",\"x\":15,\"y\":16},{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1123, "completion_tokens": 112, "total_tokens": 1235, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1121, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00456555, "upstream_inference_prompt_cost": 0.00308715, "upstream_inference_completions_cost": 0.0014784}, "completion_tokens_details": {"reasoning_tokens": 16, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.48, "thoughts": "Construction Yard is deployed with ample starting cash. Place the ready power plant and immediately begin an Ore Refinery to establish income.", "notes": "Home (12,16); enemy likely near (95,11). Place power, build refinery, then barracks and second refinery/war factory.", "commands": [{"do": "place", "item": "powr", "x": 15, "y": 16}, {"do": "build", "item": "proc"}], "feedback": ["place powr: ordered (auto-relocated near base if the spot was invalid)", "build proc: NOT AVAILABLE (not in CAN PRODUCE NOW)"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 2}}
{"tick": 601, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 0:24 (tick 601 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $4700 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.1%.\nPRODUCTION: Building: powr READY TO PLACE\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build powr: started\nYOUR NOTES FROM LAST TURN: Build order: powr -> proc -> barr -> weap. Then spam tanks. Enemy likely at (12,16).", "raw": "{\"thoughts\": \"We have a Construction Yard already and a ready Power Plant. Place it, then start the Ore Refinery for economy and keep the building queue busy.\", \"notes\": \"Opening: powr placed -> proc -> barr -> weap. Enemy likely at (12,16) far west.\", \"commands\": [{\"do\":\"place\",\"item\":\"powr\",\"x\":97,\"y\":9},{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1173, "completion_tokens": 141, "total_tokens": 1314, "cost": 0.000295308, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000295308, "upstream_inference_prompt_cost": 0.000126108, "upstream_inference_completions_cost": 0.0001692}, "completion_tokens_details": {"reasoning_tokens": 45, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.33, "thoughts": "We have a Construction Yard already and a ready Power Plant. Place it, then start the Ore Refinery for economy and keep the building queue busy.", "notes": "Opening: powr placed -> proc -> barr -> weap. Enemy likely at (12,16) far west.", "commands": [{"do": "place", "item": "powr", "x": 97, "y": 9}, {"do": "build", "item": "proc"}], "feedback": ["place powr: ordered (auto-relocated near base if the spot was invalid)", "build proc: NOT AVAILABLE (not in CAN PRODUCE NOW)"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 2}}
{"tick": 801, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 0:32 (tick 801 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $4700 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.3%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #123 powr@(16,17) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place powr: ordered (auto-relocated near base if the spot was invalid)\n  - build proc: NOT AVAILABLE (not in CAN PRODUCE NOW)\nYOUR NOTES FROM LAST TURN: Home (12,16); enemy likely near (95,11). Place power, build refinery, then barracks and second refinery/war factory.", "raw": "{\"thoughts\":\"Construction Yard and initial power are established. Start the first refinery immediately for income, then place it and expand into infantry and vehicle production.\",\"notes\":\"Build first proc now; next turn place it, then barracks and second refinery/war factory. Enemy likely at (95,11).\",\"commands\":[{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1187, "completion_tokens": 117, "total_tokens": 1304, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1185, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00480755, "upstream_inference_prompt_cost": 0.00326315, "upstream_inference_completions_cost": 0.0015444}, "completion_tokens_details": {"reasoning_tokens": 37, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.81, "thoughts": "Construction Yard and initial power are established. Start the first refinery immediately for income, then place it and expand into infantry and vehicle production.", "notes": "Build first proc now; next turn place it, then barracks and second refinery/war factory. Enemy likely at (95,11).", "commands": [{"do": "build", "item": "proc"}], "feedback": ["build proc: started"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 3}}
{"tick": 801, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 0:32 (tick 801 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $4700 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.3%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(98,10) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place powr: ordered (auto-relocated near base if the spot was invalid)\n  - build proc: NOT AVAILABLE (not in CAN PRODUCE NOW)\nYOUR NOTES FROM LAST TURN: Opening: powr placed -> proc -> barr -> weap. Enemy likely at (12,16) far west.", "raw": "{\"thoughts\": \"Economy is the priority. I have a power plant up and $4700 cash but no income. Build the refinery next to get a harvester and start mining.\", \"notes\": \"Opening: powr done -> build proc now -> then barr -> weap. Enemy likely far west at (12,16).\", \"commands\": [{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1236, "completion_tokens": 221, "total_tokens": 1457, "cost": 0.000410208, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000410208, "upstream_inference_prompt_cost": 0.000145008, "upstream_inference_completions_cost": 0.0002652}, "completion_tokens_details": {"reasoning_tokens": 135, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.62, "thoughts": "Economy is the priority. I have a power plant up and $4700 cash but no income. Build the refinery next to get a harvester and start mining.", "notes": "Opening: powr done -> build proc now -> then barr -> weap. Enemy likely far west at (12,16).", "commands": [{"do": "build", "item": "proc"}], "feedback": ["build proc: started"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 3}}
{"tick": 1001, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 0:40 (tick 1001 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $4375 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.3%.\nPRODUCTION: Building: proc 23%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #123 powr@(16,17) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build proc: started\nYOUR NOTES FROM LAST TURN: Build first proc now; next turn place it, then barracks and second refinery/war factory. Enemy likely at (95,11).", "raw": "{\"thoughts\":\"First refinery is under construction; preserve cash for immediate placement and follow with barracks plus a second refinery. Enemy is expected in the far northeast.\",\"notes\":\"Proc #1 at 23%; place when ready, then build tent and proc #2. Enemy likely near (95,11).\",\"commands\":[]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1161, "completion_tokens": 125, "total_tokens": 1286, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1159, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00484165, "upstream_inference_prompt_cost": 0.00319165, "upstream_inference_completions_cost": 0.00165}, "completion_tokens_details": {"reasoning_tokens": 53, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.16, "thoughts": "First refinery is under construction; preserve cash for immediate placement and follow with barracks plus a second refinery. Enemy is expected in the far northeast.", "notes": "Proc #1 at 23%; place when ready, then build tent and proc #2. Enemy likely near (95,11).", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 4}}
{"tick": 1001, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 0:40 (tick 1001 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $4375 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.3%.\nPRODUCTION: Building: proc 23%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(98,10) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build proc: started\nYOUR NOTES FROM LAST TURN: Opening: powr done -> build proc now -> then barr -> weap. Enemy likely far west at (12,16).", "raw": "{\"thoughts\": \"Opening is on track: powr done, proc at 23%. Nothing to train yet (no barracks). Just let the refinery finish, then immediately queue barracks and more power.\", \"notes\": \"Opening: powr done -> proc building (23%) -> next barr -> weap -> powr. Enemy likely west at (12,16). Cash ~4375, will queue barr as soon as proc finishes.\", \"commands\": []}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1212, "completion_tokens": 273, "total_tokens": 1485, "cost": 0.000465408, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000465408, "upstream_inference_prompt_cost": 0.000137808, "upstream_inference_completions_cost": 0.0003276}, "completion_tokens_details": {"reasoning_tokens": 178, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.79, "thoughts": "Opening is on track: powr done, proc at 23%. Nothing to train yet (no barracks). Just let the refinery finish, then immediately queue barracks and more power.", "notes": "Opening: powr done -> proc building (23%) -> next barr -> weap -> powr. Enemy likely west at (12,16). Cash ~4375, will queue barr as soon as proc finishes.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 4}}
{"tick": 1201, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 0:48 (tick 1201 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $4041 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.3%.\nPRODUCTION: Building: proc 47%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #123 powr@(16,17) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Proc #1 at 23%; place when ready, then build tent and proc #2. Enemy likely near (95,11).", "raw": "{\"thoughts\":\"First refinery is still under construction. As soon as it completes, place it and immediately continue the economic opening with a barracks and second refinery.\",\"notes\":\"Proc #1 47% at 0:48. Place when ready; then tent, proc #2, and begin infantry scouting toward enemy start (95,11).\",\"commands\":[]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1145, "completion_tokens": 129, "total_tokens": 1274, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1143, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00485045, "upstream_inference_prompt_cost": 0.00314765, "upstream_inference_completions_cost": 0.0017028}, "completion_tokens_details": {"reasoning_tokens": 49, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.84, "thoughts": "First refinery is still under construction. As soon as it completes, place it and immediately continue the economic opening with a barracks and second refinery.", "notes": "Proc #1 47% at 0:48. Place when ready; then tent, proc #2, and begin infantry scouting toward enemy start (95,11).", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 4}}
{"tick": 1201, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 0:48 (tick 1201 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $4041 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.3%.\nPRODUCTION: Building: proc 47%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(98,10) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Opening: powr done -> proc building (23%) -> next barr -> weap -> powr. Enemy likely west at (12,16). Cash ~4375, will queue barr as soon as proc finishes.", "raw": "{\"thoughts\": \"Refinery is currently at 47% and building steadily. Waiting for it to complete so we can place it, deploy the harvester, and start our barracks and war factory.\", \"notes\": \"Proc at 47%. Once complete: place proc, build barr -> weap. Harvester will auto-mine. Enemy likely at (12,16).\", \"commands\": []}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1244, "completion_tokens": 357, "total_tokens": 1601, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0045435, "upstream_inference_prompt_cost": 0.001866, "upstream_inference_completions_cost": 0.0026775}, "completion_tokens_details": {"reasoning_tokens": 273, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.15, "thoughts": "Refinery is currently at 47% and building steadily. Waiting for it to complete so we can place it, deploy the harvester, and start our barracks and war factory.", "notes": "Proc at 47%. Once complete: place proc, build barr -> weap. Harvester will auto-mine. Enemy likely at (12,16).", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 4}}
{"tick": 1401, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 0:56 (tick 1401 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $3708 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.3%.\nPRODUCTION: Building: proc 70%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #123 powr@(16,17) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Proc #1 47% at 0:48. Place when ready; then tent, proc #2, and begin infantry scouting toward enemy start (95,11).", "raw": "{\"thoughts\":\"First refinery is nearly ready; place it immediately next turn, then establish infantry scouting and a second income source.\",\"notes\":\"Proc #1 at 70%; place when ready. Next: tent, infantry scout east/northeast, proc #2.\",\"commands\":[]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1153, "completion_tokens": 98, "total_tokens": 1251, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1151, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00446325, "upstream_inference_prompt_cost": 0.00316965, "upstream_inference_completions_cost": 0.0012936}, "completion_tokens_details": {"reasoning_tokens": 35, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.66, "thoughts": "First refinery is nearly ready; place it immediately next turn, then establish infantry scouting and a second income source.", "notes": "Proc #1 at 70%; place when ready. Next: tent, infantry scout east/northeast, proc #2.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 4}}
{"tick": 1401, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 0:56 (tick 1401 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $3708 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.3%.\nPRODUCTION: Building: proc 70%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(98,10) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Proc at 47%. Once complete: place proc, build barr -> weap. Harvester will auto-mine. Enemy likely at (12,16).", "raw": "{\"thoughts\": \"Proc is at 70%, nothing else to do this turn. Waiting for it to complete so I can place it and then queue barracks and war factory.\", \"notes\": \"Proc ~70%. Place proc next turn, then build barr -> weap. Cash $3708. Enemy likely at (12,16).\", \"commands\": []}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1204, "completion_tokens": 311, "total_tokens": 1515, "cost": 0.000508608, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000508608, "upstream_inference_prompt_cost": 0.000135408, "upstream_inference_completions_cost": 0.0003732}, "completion_tokens_details": {"reasoning_tokens": 235, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.9, "thoughts": "Proc is at 70%, nothing else to do this turn. Waiting for it to complete so I can place it and then queue barracks and war factory.", "notes": "Proc ~70%. Place proc next turn, then build barr -> weap. Cash $3708. Enemy likely at (12,16).", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 4}}
{"tick": 1601, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 1:04 (tick 1601 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $3375 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.3%.\nPRODUCTION: Building: proc 94%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #123 powr@(16,17) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Proc #1 at 70%; place when ready. Next: tent, infantry scout east/northeast, proc #2.", "raw": "{\"thoughts\":\"First refinery is nearly ready and must be placed immediately to begin income. I will follow with a barracks for scouting infantry, then expand the ore economy.\",\"notes\":\"Place proc #1; queue tent. Scout toward northeast/east once barracks is online; next refinery and power as needed.\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\",\"x\":18,\"y\":14},{\"do\":\"build\",\"item\":\"tent\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1144, "completion_tokens": 192, "total_tokens": 1336, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1142, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0056793, "upstream_inference_prompt_cost": 0.0031449, "upstream_inference_completions_cost": 0.0025344}, "completion_tokens_details": {"reasoning_tokens": 95, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.96, "thoughts": "First refinery is nearly ready and must be placed immediately to begin income. I will follow with a barracks for scouting infantry, then expand the ore economy.", "notes": "Place proc #1; queue tent. Scout toward northeast/east once barracks is online; next refinery and power as needed.", "commands": [{"do": "place", "item": "proc", "x": 18, "y": 14}, {"do": "build", "item": "tent"}], "feedback": ["place proc: nothing READY TO PLACE with that type", "build tent: started"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 4}}
{"tick": 1601, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 1:04 (tick 1601 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $3375 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.3%.\nPRODUCTION: Building: proc 94%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(98,10) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Proc ~70%. Place proc next turn, then build barr -> weap. Cash $3708. Enemy likely at (12,16).", "raw": "{\"thoughts\": \"Proc still finishing (94%). Nothing to spend cash on yet while the single Building queue is busy. Wait one more tick, then place the refinery and start the barracks.\", \"notes\": \"Proc nearly done. Next turn: place proc, then build barr, then weap. Cash ~$3400. Enemy likely at (12,16).\", \"commands\": []}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1201, "completion_tokens": 261, "total_tokens": 1462, "cost": 0.000447708, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000447708, "upstream_inference_prompt_cost": 0.000134508, "upstream_inference_completions_cost": 0.0003132}, "completion_tokens_details": {"reasoning_tokens": 179, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.02, "thoughts": "Proc still finishing (94%). Nothing to spend cash on yet while the single Building queue is busy. Wait one more tick, then place the refinery and start the barracks.", "notes": "Proc nearly done. Next turn: place proc, then build barr, then weap. Cash ~$3400. Enemy likely at (12,16).", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 4}}
{"tick": 1801, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 1:12 (tick 1801 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $3300 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.3%.\nPRODUCTION: Building: proc READY TO PLACE; Building: tent 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #123 powr@(16,17) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: nothing READY TO PLACE with that type\n  - build tent: started\nYOUR NOTES FROM LAST TURN: Place proc #1; queue tent. Scout toward northeast/east once barracks is online; next refinery and power as needed.", "raw": "{\"thoughts\":\"First refinery is ready and must be placed immediately to begin income. Barracks is already building; once online, infantry will scout toward the likely northeast enemy start.\",\"notes\":\"Place refinery now; barracks underway. Train scouts when tent completes, then expand with power and second refinery/war factory.\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1179, "completion_tokens": 126, "total_tokens": 1305, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1177, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00490435, "upstream_inference_prompt_cost": 0.00324115, "upstream_inference_completions_cost": 0.0016632}, "completion_tokens_details": {"reasoning_tokens": 45, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.33, "thoughts": "First refinery is ready and must be placed immediately to begin income. Barracks is already building; once online, infantry will scout toward the likely northeast enemy start.", "notes": "Place refinery now; barracks underway. Train scouts when tent completes, then expand with power and second refinery/war factory.", "commands": [{"do": "place", "item": "proc"}], "feedback": ["place proc: ordered (auto-relocated near base if the spot was invalid)"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 5}}
{"tick": 1801, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 1:12 (tick 1801 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $3300 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.3%.\nPRODUCTION: Building: proc READY TO PLACE\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(98,10) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Proc nearly done. Next turn: place proc, then build barr, then weap. Cash ~$3400. Enemy likely at (12,16).", "raw": "{\"thoughts\": \"Refinery is ready and I have plenty of cash. Place it near the base toward open ground, then start the barracks to get infantry production going. Economy first: after barracks I'll add a war factory and a second refinery.\", \"notes\": \"Placed proc at (101,12). Building barr next. Enemy likely bottom-left at (12,16). Need to scout after barracks.\", \"commands\": [{\"do\":\"place\",\"item\":\"proc\",\"x\":101,\"y\":12},{\"do\":\"build\",\"item\":\"barr\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1207, "completion_tokens": 432, "total_tokens": 1639, "cost": 0.000654708, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000654708, "upstream_inference_prompt_cost": 0.000136308, "upstream_inference_completions_cost": 0.0005184}, "completion_tokens_details": {"reasoning_tokens": 314, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.22, "thoughts": "Refinery is ready and I have plenty of cash. Place it near the base toward open ground, then start the barracks to get infantry production going. Economy first: after barracks I'll add a war factory and a second refinery.", "notes": "Placed proc at (101,12). Building barr next. Enemy likely bottom-left at (12,16). Need to scout after barracks.", "commands": [{"do": "place", "item": "proc", "x": 101, "y": 12}, {"do": "build", "item": "barr"}], "feedback": ["place proc: ordered (auto-relocated near base if the spot was invalid)", "build barr: started"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 4}}
{"tick": 2001, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 1:20 (tick 2001 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $2980 + stored ore $0 (storage 2000), power 100 made / 30 used, harvesters 1.\nSCORE: assets $4800, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 3.6%.\nPRODUCTION: Building: tent 64%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #123 powr@(16,17) 100%, #129 proc@(9,16) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #131@(2,24)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: ordered (auto-relocated near base if the spot was invalid)\nYOUR NOTES FROM LAST TURN: Place refinery now; barracks underway. Train scouts when tent completes, then expand with power and second refinery/war factory.", "raw": "{\"thoughts\":\"Barracks is nearly complete and the first refinery is operating. I will place the barracks immediately, produce scouts, and start a second refinery to accelerate income.\",\"notes\":\"Place tent then train rifle scouts; second refinery next, followed by war factory. Enemy expected northeast around 95,11.\",\"commands\":[{\"do\":\"place\",\"item\":\"tent\",\"x\":15,\"y\":21},{\"do\":\"build\",\"item\":\"proc\"},{\"do\":\"rally\",\"building\":121,\"x\":20,\"y\":16}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1221, "completion_tokens": 184, "total_tokens": 1405, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1219, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00578545, "upstream_inference_prompt_cost": 0.00335665, "upstream_inference_completions_cost": 0.0024288}, "completion_tokens_details": {"reasoning_tokens": 70, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.08, "thoughts": "Barracks is nearly complete and the first refinery is operating. I will place the barracks immediately, produce scouts, and start a second refinery to accelerate income.", "notes": "Place tent then train rifle scouts; second refinery next, followed by war factory. Enemy expected northeast around 95,11.", "commands": [{"do": "place", "item": "tent", "x": 15, "y": 21}, {"do": "build", "item": "proc"}, {"do": "rally", "building": 121, "x": 20, "y": 16}], "feedback": ["place tent: nothing READY TO PLACE with that type", "build proc: started", "rally #121: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 4800, "army_value": 0, "income": 0, "experience": 0, "order_count": 6}}
{"tick": 2001, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 1:20 (tick 2001 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $2980 + stored ore $0 (storage 2000), power 100 made / 30 used, harvesters 1.\nSCORE: assets $4800, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 3.7%.\nPRODUCTION: Building: barr 64%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(98,10) 100%, #130 proc@(92,11) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #132@(85,6)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: ordered (auto-relocated near base if the spot was invalid)\n  - build barr: started\nYOUR NOTES FROM LAST TURN: Placed proc at (101,12). Building barr next. Enemy likely bottom-left at (12,16). Need to scout after barracks.", "raw": "{\"thoughts\": \"Barracks is nearly done. With only one harvester, economy needs a second refinery soon, but I also need a War Factory for tanks. Queue refinery after barracks; harvester keeps mining.\", \"notes\": \"Barr ~done next turn. Queued proc after barr. Then weap. Need to scout toward (12,16) with infantry once barr ready. Harv #132 mining.\", \"commands\": [{\"do\":\"harvest\",\"unit\":132},{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1289, "completion_tokens": 796, "total_tokens": 2085, "cost": 0.001116108, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001116108, "upstream_inference_prompt_cost": 0.000160908, "upstream_inference_completions_cost": 0.0009552}, "completion_tokens_details": {"reasoning_tokens": 685, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.06, "thoughts": "Barracks is nearly done. With only one harvester, economy needs a second refinery soon, but I also need a War Factory for tanks. Queue refinery after barracks; harvester keeps mining.", "notes": "Barr ~done next turn. Queued proc after barr. Then weap. Need to scout toward (12,16) with infantry once barr ready. Harv #132 mining.", "commands": [{"do": "harvest", "unit": 132}, {"do": "build", "item": "proc"}], "feedback": ["build proc: started"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 4800, "army_value": 0, "income": 0, "experience": 0, "order_count": 6}}
{"tick": 2201, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 1:28 (tick 2201 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $2800 + stored ore $0 (storage 2000), power 100 made / 30 used, harvesters 1.\nSCORE: assets $4800, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 3.7%.\nPRODUCTION: Building: tent READY TO PLACE; Building: proc 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #123 powr@(16,17) 100%, #129 proc@(9,16) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #131@(4,23)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place tent: nothing READY TO PLACE with that type\n  - build proc: started\n  - rally #121: ordered\nYOUR NOTES FROM LAST TURN: Place tent then train rifle scouts; second refinery next, followed by war factory. Enemy expected northeast around 95,11.", "raw": "{\"thoughts\":\"Barracks is ready and the second refinery is underway. Place the barracks, begin infantry scouting, and keep the ore truck mining while building toward a War Factory.\",\"notes\":\"Enemy expected northeast near 95,11. Place tent now; proc #2 building. Scout east/northeast with riflemen, then build weap.\",\"commands\":[{\"do\":\"place\",\"item\":\"tent\",\"x\":15,\"y\":13},{\"do\":\"train\",\"item\":\"e1\",\"count\":5},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"rally\",\"building\":121,\"x\":30,\"y\":15}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1238, "completion_tokens": 223, "total_tokens": 1461, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1236, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.006347, "upstream_inference_prompt_cost": 0.0034034, "upstream_inference_completions_cost": 0.0029436}, "completion_tokens_details": {"reasoning_tokens": 87, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.08, "thoughts": "Barracks is ready and the second refinery is underway. Place the barracks, begin infantry scouting, and keep the ore truck mining while building toward a War Factory.", "notes": "Enemy expected northeast near 95,11. Place tent now; proc #2 building. Scout east/northeast with riflemen, then build weap.", "commands": [{"do": "place", "item": "tent", "x": 15, "y": 13}, {"do": "train", "item": "e1", "count": 5}, {"do": "harvest", "unit": 131}, {"do": "rally", "building": 121, "x": 30, "y": 15}], "feedback": ["place tent: ordered (auto-relocated near base if the spot was invalid)", "train e1: NOT AVAILABLE (not in CAN PRODUCE NOW)", "rally #121: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 4800, "army_value": 0, "income": 0, "experience": 0, "order_count": 7}}
{"tick": 2201, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 1:28 (tick 2201 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $2800 + stored ore $0 (storage 2000), power 100 made / 30 used, harvesters 1.\nSCORE: assets $4800, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 3.8%.\nPRODUCTION: Building: barr READY TO PLACE; Building: proc 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(98,10) 100%, #130 proc@(92,11) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #132@(89,9)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build proc: started\nYOUR NOTES FROM LAST TURN: Barr ~done next turn. Queued proc after barr. Then weap. Need to scout toward (12,16) with infantry once barr ready. Harv #132 mining.", "raw": "{\"thoughts\": \"Barracks is ready to place. I'll place it, queue a few rifle infantry to scout toward the likely enemy start at (12,16), and keep the proc building. Harvester is mining fine.\", \"notes\": \"Placed barr. To: weap after proc. Scout west toward (12,16) with e1s. Econ: 1 harv, add 2nd proc when cash allows.\", \"commands\": [{\"do\":\"place\",\"item\":\"barr\",\"x\":93,\"y\":13},{\"do\":\"train\",\"item\":\"e1\",\"count\":4},{\"do\":\"harvest\",\"unit\":132}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1287, "completion_tokens": 386, "total_tokens": 1673, "cost": 0.000623508, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000623508, "upstream_inference_prompt_cost": 0.000160308, "upstream_inference_completions_cost": 0.0004632}, "completion_tokens_details": {"reasoning_tokens": 249, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.23, "thoughts": "Barracks is ready to place. I'll place it, queue a few rifle infantry to scout toward the likely enemy start at (12,16), and keep the proc building. Harvester is mining fine.", "notes": "Placed barr. To: weap after proc. Scout west toward (12,16) with e1s. Econ: 1 harv, add 2nd proc when cash allows.", "commands": [{"do": "place", "item": "barr", "x": 93, "y": 13}, {"do": "train", "item": "e1", "count": 4}, {"do": "harvest", "unit": 132}], "feedback": ["place barr: ordered (auto-relocated near base if the spot was invalid)", "train e1: NOT AVAILABLE (not in CAN PRODUCE NOW)"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 4800, "army_value": 0, "income": 0, "experience": 0, "order_count": 7}}
{"tick": 2401, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 1:36 (tick 2401 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $2543 + stored ore $435 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $5300, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.2%.\nPRODUCTION: Building: proc 23%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #123 powr@(16,17) 100%, #129 proc@(9,16) 100%, #133 tent@(16,14) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #131@(9,17)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place tent: ordered (auto-relocated near base if the spot was invalid)\n  - train e1: NOT AVAILABLE (not in CAN PRODUCE NOW)\n  - rally #121: ordered\nYOUR NOTES FROM LAST TURN: Enemy expected northeast near 95,11. Place tent now; proc #2 building. Scout east/northeast with riflemen, then build weap.", "raw": "{\"thoughts\":\"Second refinery is underway and the barracks is now active. I will begin infantry scouting toward the northeast while saving for a War Factory immediately after the refinery completes.\",\"notes\":\"Proc #2 at 23%; enemy likely northeast around 95,11. Train rifles to scout east/northeast; place refinery then start weap.\",\"commands\":[{\"do\":\"train\",\"item\":\"e1\",\"count\":5},{\"do\":\"rally\",\"building\":133,\"x\":45,\"y\":14}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1313, "completion_tokens": 225, "total_tokens": 1538, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1311, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00657965, "upstream_inference_prompt_cost": 0.00360965, "upstream_inference_completions_cost": 0.00297}, "completion_tokens_details": {"reasoning_tokens": 115, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.99, "thoughts": "Second refinery is underway and the barracks is now active. I will begin infantry scouting toward the northeast while saving for a War Factory immediately after the refinery completes.", "notes": "Proc #2 at 23%; enemy likely northeast around 95,11. Train rifles to scout east/northeast; place refinery then start weap.", "commands": [{"do": "train", "item": "e1", "count": 5}, {"do": "rally", "building": 133, "x": 45, "y": 14}], "feedback": ["train 5x e1: queued", "rally #133: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5300, "army_value": 0, "income": 500, "experience": 0, "order_count": 8}}
{"tick": 2401, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 1:36 (tick 2401 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $2575 + stored ore $403 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $5300, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.1%.\nPRODUCTION: Building: proc 23%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(98,10) 100%, #130 proc@(92,11) 100%, #134 barr@(95,8) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #132@(91,13)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place barr: ordered (auto-relocated near base if the spot was invalid)\n  - train e1: NOT AVAILABLE (not in CAN PRODUCE NOW)\nYOUR NOTES FROM LAST TURN: Placed barr. To: weap after proc. Scout west toward (12,16) with e1s. Econ: 1 harv, add 2nd proc when cash allows.", "raw": "{\"thoughts\": \"Opening is on track: powr, proc, barr done, second proc building. Need to get infantry out to scout west and keep economy going. Cash is fine.\", \"notes\": \"barr up. Building queue on proc(2nd). Next: weap, then more powr. Train e1s to scout toward (12,16). Keep 1 harv mining.\", \"commands\": [{\"do\":\"train\",\"item\":\"e1\",\"count\":5},{\"do\":\"rally\",\"building\":134,\"x\":80,\"y\":16}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1359, "completion_tokens": 330, "total_tokens": 1689, "cost": 0.000577908, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000577908, "upstream_inference_prompt_cost": 0.000181908, "upstream_inference_completions_cost": 0.000396}, "completion_tokens_details": {"reasoning_tokens": 210, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.85, "thoughts": "Opening is on track: powr, proc, barr done, second proc building. Need to get infantry out to scout west and keep economy going. Cash is fine.", "notes": "barr up. Building queue on proc(2nd). Next: weap, then more powr. Train e1s to scout toward (12,16). Keep 1 harv mining.", "commands": [{"do": "train", "item": "e1", "count": 5}, {"do": "rally", "building": 134, "x": 80, "y": 16}], "feedback": ["train 5x e1: queued", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5300, "army_value": 0, "income": 500, "experience": 0, "order_count": 8}}
{"tick": 2601, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 1:44 (tick 2601 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $2328 + stored ore $0 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $5600, army $1400, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 5.1%.\nPRODUCTION: Building: proc 46%; Infantry: e1 18%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #123 powr@(16,17) 100%, #129 proc@(9,16) 100%, #133 tent@(16,14) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x3: #135@(22,14) #137@(19,14) #139@(16,15)\n  harv (Ore Truck (harvester)) x1: #131@(4,25)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 5x e1: queued\n  - rally #133: ordered\nYOUR NOTES FROM LAST TURN: Proc #2 at 23%; enemy likely northeast around 95,11. Train rifles to scout east/northeast; place refinery then start weap.", "raw": "{\"thoughts\":\"Second refinery is nearing completion, and the initial rifle group should scout toward the likely northeast enemy start while production remains queued. Once the refinery is placed, add power before starting a War Factory.\",\"notes\":\"Proc #2 46% at 1:44; place immediately when ready, then powr and weap. Rifles scouting northeast toward 95,11; enemy unseen.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[135,137,139],\"x\":55,\"y\":13},{\"do\":\"rally\",\"building\":133,\"x\":55,\"y\":13},{\"do\":\"train\",\"item\":\"e3\",\"count\":3}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1336, "completion_tokens": 259, "total_tokens": 1595, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1334, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0070917, "upstream_inference_prompt_cost": 0.0036729, "upstream_inference_completions_cost": 0.0034188}, "completion_tokens_details": {"reasoning_tokens": 117, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.08, "thoughts": "Second refinery is nearing completion, and the initial rifle group should scout toward the likely northeast enemy start while production remains queued. Once the refinery is placed, add power before starting a War Factory.", "notes": "Proc #2 46% at 1:44; place immediately when ready, then powr and weap. Rifles scouting northeast toward 95,11; enemy unseen.", "commands": [{"do": "attack_move", "units": [135, 137, 139], "x": 55, "y": 13}, {"do": "rally", "building": 133, "x": 55, "y": 13}, {"do": "train", "item": "e3", "count": 3}], "feedback": ["attack_move: 3 units", "rally #133: ordered", "train 3x e3: queued"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5600, "army_value": 300, "income": 500, "experience": 0, "order_count": 13}}
{"tick": 2601, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 1:44 (tick 2601 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $2328 + stored ore $0 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $5600, army $1400, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.2%.\nPRODUCTION: Building: proc 46%; Infantry: e1 18%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(98,10) 100%, #130 proc@(92,11) 100%, #134 barr@(95,8) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x3: #136@(88,9) #138@(91,9) #140@(94,9)\n  harv (Ore Truck (harvester)) x1: #132@(87,5)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 5x e1: queued\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: barr up. Building queue on proc(2nd). Next: weap, then more powr. Train e1s to scout toward (12,16). Keep 1 harv mining.", "raw": "{\"thoughts\": \"Economy is decent ($2328) with a 2nd refinery cooking and 2 e1s queued. I'll keep infantry producing, send my 3 riflemen west to scout toward the likely enemy base, and queue a War Factory next for tanks.\", \"notes\": \"Building: proc(2nd) 46% -> then weap. Infantry: e1s. e3 for defense. Scouting e1s west toward (12,16). 1 harv mining.\", \"commands\": [{\"do\":\"train\",\"item\":\"e1\",\"count\":2},{\"do\":\"attack_move\",\"units\":[136,138,140],\"x\":55,\"y\":14},{\"do\":\"rally\",\"building\":134,\"x\":92,\"y\":9}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1393, "completion_tokens": 530, "total_tokens": 1923, "cost": 0.000828108, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000828108, "upstream_inference_prompt_cost": 0.000192108, "upstream_inference_completions_cost": 0.000636}, "completion_tokens_details": {"reasoning_tokens": 366, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.83, "thoughts": "Economy is decent ($2328) with a 2nd refinery cooking and 2 e1s queued. I'll keep infantry producing, send my 3 riflemen west to scout toward the likely enemy base, and queue a War Factory next for tanks.", "notes": "Building: proc(2nd) 46% -> then weap. Infantry: e1s. e3 for defense. Scouting e1s west toward (12,16). 1 harv mining.", "commands": [{"do": "train", "item": "e1", "count": 2}, {"do": "attack_move", "units": [136, 138, 140], "x": 55, "y": 14}, {"do": "rally", "building": 134, "x": 92, "y": 9}], "feedback": ["train 2x e1: queued", "attack_move: 3 units", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5600, "army_value": 300, "income": 500, "experience": 0, "order_count": 13}}
{"tick": 2801, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 1:52 (tick 2801 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $1662 + stored ore $0 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $5700, army $1500, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 5.1%.\nPRODUCTION: Building: proc 70%; Infantry: e3 83%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #123 powr@(16,17) 100%, #129 proc@(9,16) 100%, #133 tent@(16,14) 100%\nYOUR UNITS (5) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #135@(22,14)* #137@(19,14)* #139@(17,14)* #141@(16,15)*\n  harv (Ore Truck (harvester)) x1: #131@(8,20)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 3 units\n  - rally #133: ordered\n  - train 3x e3: queued\nYOUR NOTES FROM LAST TURN: Proc #2 46% at 1:44; place immediately when ready, then powr and weap. Rifles scouting northeast toward 95,11; enemy unseen.", "raw": "{\"thoughts\":\"Second refinery is nearly ready and will strengthen income with a free harvester. Continue scouting aggressively toward the likely enemy start while rocket soldiers begin joining the forward force.\",\"notes\":\"Place proc #2 immediately next turn; then build powr and save for weap. Rifle scout moving northeast toward enemy start; rally barracks forward.\",\"commands\":[{\"do\":\"rally\",\"building\":133,\"x\":45,\"y\":13},{\"do\":\"attack_move\",\"units\":[135,137,139,141],\"x\":70,\"y\":12},{\"do\":\"harvest\",\"unit\":131}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1372, "completion_tokens": 306, "total_tokens": 1678, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1370, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0078111, "upstream_inference_prompt_cost": 0.0037719, "upstream_inference_completions_cost": 0.0040392}, "completion_tokens_details": {"reasoning_tokens": 178, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.11, "thoughts": "Second refinery is nearly ready and will strengthen income with a free harvester. Continue scouting aggressively toward the likely enemy start while rocket soldiers begin joining the forward force.", "notes": "Place proc #2 immediately next turn; then build powr and save for weap. Rifle scout moving northeast toward enemy start; rally barracks forward.", "commands": [{"do": "rally", "building": 133, "x": 45, "y": 13}, {"do": "attack_move", "units": [135, 137, 139, 141], "x": 70, "y": 12}, {"do": "harvest", "unit": 131}], "feedback": ["rally #133: ordered", "attack_move: 4 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5700, "army_value": 400, "income": 500, "experience": 0, "order_count": 16}}
{"tick": 2801, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 1:52 (tick 2801 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1666 + stored ore $0 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $5900, army $1700, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.2%.\nPRODUCTION: Building: proc 70%; Infantry: e1 46%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(98,10) 100%, #130 proc@(92,11) 100%, #134 barr@(95,8) 100%\nYOUR UNITS (7) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x6: #136@(87,9)* #138@(90,9)* #140@(93,10)* #142@(92,9)* #143@(92,9)* #144@(93,9)\n  harv (Ore Truck (harvester)) x1: #132@(90,11)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 2x e1: queued\n  - attack_move: 3 units\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: Building: proc(2nd) 46% -> then weap. Infantry: e1s. e3 for defense. Scouting e1s west toward (12,16). 1 harv mining.", "raw": "{\"thoughts\": \"Economy ramping: 2nd proc nearly done (70%), infantry queue busy. Keep producing units and push scouts west toward the likely enemy start (12,16) to locate their base. Queue an e3 for anti-armor insurance.\", \"notes\": \"Building: proc(2nd) ~70% -> then weap. Infantry: e1s + 1 e3. Scouting group of 4 e1s west toward (12,16). 1 harv mining. Power fine (100/50).\", \"commands\": [{\"do\":\"train\",\"item\":\"e1\",\"count\":4},{\"do\":\"train\",\"item\":\"e3\",\"count\":1},{\"do\":\"rally\",\"building\":134,\"x\":90,\"y\":12},{\"do\":\"attack_move\",\"units\":[136,138,140,142],\"x\":55,\"y\":14}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1423, "completion_tokens": 786, "total_tokens": 2209, "cost": 0.001144308, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001144308, "upstream_inference_prompt_cost": 0.000201108, "upstream_inference_completions_cost": 0.0009432}, "completion_tokens_details": {"reasoning_tokens": 599, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.39, "thoughts": "Economy ramping: 2nd proc nearly done (70%), infantry queue busy. Keep producing units and push scouts west toward the likely enemy start (12,16) to locate their base. Queue an e3 for anti-armor insurance.", "notes": "Building: proc(2nd) ~70% -> then weap. Infantry: e1s + 1 e3. Scouting group of 4 e1s west toward (12,16). 1 harv mining. Power fine (100/50).", "commands": [{"do": "train", "item": "e1", "count": 4}, {"do": "train", "item": "e3", "count": 1}, {"do": "rally", "building": 134, "x": 90, "y": 12}, {"do": "attack_move", "units": [136, 138, 140, 142], "x": 55, "y": 14}], "feedback": ["train 4x e1: queued", "train 1x e3: queued", "rally #134: ordered", "attack_move: 4 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5900, "army_value": 600, "income": 500, "experience": 0, "order_count": 15}}
{"tick": 3001, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 2:00 (tick 3001 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $1338 + stored ore $160 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $6000, army $1800, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 7%.\nPRODUCTION: Building: proc 94%; Infantry: e3 93%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #123 powr@(16,17) 100%, #129 proc@(9,16) 100%, #133 tent@(16,14) 100%\nYOUR UNITS (6) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #135@(29,21) #137@(27,20) #139@(26,20) #141@(25,20)\n  e3 (Rocket Soldier) x1: #145@(24,15)\n  harv (Ore Truck (harvester)) x1: #131@(8,21)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - rally #133: ordered\n  - attack_move: 4 units\nYOUR NOTES FROM LAST TURN: Place proc #2 immediately next turn; then build powr and save for weap. Rifle scout moving northeast toward enemy start; rally barracks forward.", "raw": "{\"thoughts\":\"Second refinery is ready and will strengthen income. Add power for the upcoming War Factory while our infantry scouts northeast toward the expected enemy position.\",\"notes\":\"Place proc #2, then powr and save for weap. Scout force advancing northeast; enemy likely at (95,11).\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\",\"x\":7,\"y\":12},{\"do\":\"build\",\"item\":\"powr\"},{\"do\":\"rally\",\"building\":133,\"x\":55,\"y\":16},{\"do\":\"attack_move\",\"units\":[135,137,139,141,145],\"x\":70,\"y\":14},{\"do\":\"harvest\",\"unit\":131}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1362, "completion_tokens": 224, "total_tokens": 1586, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1360, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0067012, "upstream_inference_prompt_cost": 0.0037444, "upstream_inference_completions_cost": 0.0029568}, "completion_tokens_details": {"reasoning_tokens": 77, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.98, "thoughts": "Second refinery is ready and will strengthen income. Add power for the upcoming War Factory while our infantry scouts northeast toward the expected enemy position.", "notes": "Place proc #2, then powr and save for weap. Scout force advancing northeast; enemy likely at (95,11).", "commands": [{"do": "place", "item": "proc", "x": 7, "y": 12}, {"do": "build", "item": "powr"}, {"do": "rally", "building": 133, "x": 55, "y": 16}, {"do": "attack_move", "units": [135, 137, 139, 141, 145], "x": 70, "y": 14}, {"do": "harvest", "unit": 131}], "feedback": ["place proc: nothing READY TO PLACE with that type", "build powr: started", "rally #133: ordered", "attack_move: 5 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 6000, "army_value": 700, "income": 1000, "experience": 0, "order_count": 16}}
{"tick": 3001, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 2:00 (tick 3001 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1377 + stored ore $124 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $6000, army $1800, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.2%.\nPRODUCTION: Building: proc 94%; Infantry: e3 92%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(98,10) 100%, #130 proc@(92,11) 100%, #134 barr@(95,8) 100%\nYOUR UNITS (8) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x7: #136@(87,9)* #138@(90,9)* #140@(93,10)* #142@(92,9)* #143@(92,9)* #144@(92,9)* #146@(90,11)*\n  harv (Ore Truck (harvester)) x1: #132@(89,9)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 4x e1: queued\n  - train 1x e3: queued\n  - rally #134: ordered\n  - attack_move: 4 units\nYOUR NOTES FROM LAST TURN: Building: proc(2nd) ~70% -> then weap. Infantry: e1s + 1 e3. Scouting group of 4 e1s west toward (12,16). 1 harv mining. Power fine (100/50).", "raw": "{\"thoughts\": \"Proc nearly done, queues busy. Send idle rifle infantry west to scout toward the enemy start while keeping production going. Once proc completes I'll place it and then start a War Factory.\", \"notes\": \"Building: proc(2nd) ~94% -> place, then weap. Infantry: e1 x4 + 2 more e3 queued. Scout group (most e1s) moving west toward (40,14)->(12,16). 1 harv mining. Power 100/50.\", \"commands\": [{\"do\":\"attack_move\",\"units\":\"idle_army\",\"x\":40,\"y\":14},{\"do\":\"train\",\"item\":\"e3\",\"count\":2},{\"do\":\"rally\",\"building\":134,\"x\":60,\"y\":13}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1483, "completion_tokens": 1077, "total_tokens": 2560, "cost": 0.001511508, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001511508, "upstream_inference_prompt_cost": 0.000219108, "upstream_inference_completions_cost": 0.0012924}, "completion_tokens_details": {"reasoning_tokens": 909, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 11.39, "thoughts": "Proc nearly done, queues busy. Send idle rifle infantry west to scout toward the enemy start while keeping production going. Once proc completes I'll place it and then start a War Factory.", "notes": "Building: proc(2nd) ~94% -> place, then weap. Infantry: e1 x4 + 2 more e3 queued. Scout group (most e1s) moving west toward (40,14)->(12,16). 1 harv mining. Power 100/50.", "commands": [{"do": "attack_move", "units": "idle_army", "x": 40, "y": 14}, {"do": "train", "item": "e3", "count": 2}, {"do": "rally", "building": 134, "x": 60, "y": 13}], "feedback": ["attack_move: 7 units", "train 2x e3: queued", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 6000, "army_value": 700, "income": 1000, "experience": 0, "order_count": 20}}
{"tick": 3201, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 2:08 (tick 3201 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $1090 + stored ore $0 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $6600, army $2400, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 8.8%.\nPRODUCTION: Building: proc READY TO PLACE; Building: powr 0%; Infantry: e1 11%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #123 powr@(16,17) 100%, #129 proc@(9,16) 100%, #133 tent@(16,14) 100%\nYOUR UNITS (8) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #135@(39,24) #137@(37,24) #139@(35,24) #141@(34,24)\n  e3 (Rocket Soldier) x3: #145@(32,22) #147@(24,20) #149@(16,15)\n  harv (Ore Truck (harvester)) x1: #131@(4,26)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: nothing READY TO PLACE with that type\n  - build powr: started\n  - rally #133: ordered\n  - attack_move: 5 units\nYOUR NOTES FROM LAST TURN: Place proc #2, then powr and save for weap. Scout force advancing northeast; enemy likely at (95,11).", "raw": "{\"thoughts\":\"Second refinery is ready and should be placed immediately to expand income. Power remains sufficient afterward, so save cash for a War Factory while the scout continues northeast toward the enemy start.\",\"notes\":\"Place proc #2; save for weap. Scout infantry/rockets moving northeast toward likely enemy base (95,11).\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\",\"x\":7,\"y\":20},{\"do\":\"rally\",\"building\":133,\"x\":45,\"y\":22},{\"do\":\"attack_move\",\"units\":[135,137,139,141,145,147,149],\"x\":65,\"y\":18}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1389, "completion_tokens": 297, "total_tokens": 1686, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1387, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00773905, "upstream_inference_prompt_cost": 0.00381865, "upstream_inference_completions_cost": 0.0039204}, "completion_tokens_details": {"reasoning_tokens": 157, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.25, "thoughts": "Second refinery is ready and should be placed immediately to expand income. Power remains sufficient afterward, so save cash for a War Factory while the scout continues northeast toward the enemy start.", "notes": "Place proc #2; save for weap. Scout infantry/rockets moving northeast toward likely enemy base (95,11).", "commands": [{"do": "place", "item": "proc", "x": 7, "y": 20}, {"do": "rally", "building": 133, "x": 45, "y": 22}, {"do": "attack_move", "units": [135, 137, 139, 141, 145, 147, 149], "x": 65, "y": 18}], "feedback": ["place proc: ordered (auto-relocated near base if the spot was invalid)", "rally #133: ordered", "attack_move: 7 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 6600, "army_value": 1300, "income": 1000, "experience": 0, "order_count": 17}}
{"tick": 3201, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 2:08 (tick 3201 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1093 + stored ore $0 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $6600, army $2400, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 6.1%.\nPRODUCTION: Building: proc READY TO PLACE; Infantry: e3 2%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(98,10) 100%, #130 proc@(92,11) 100%, #134 barr@(95,8) 100%\nYOUR UNITS (10) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x7: #136@(79,14) #138@(82,14) #140@(84,11) #142@(82,11) #143@(83,11) #144@(83,11) #146@(80,11)\n  e3 (Rocket Soldier) x2: #148@(85,10) #150@(94,8)\n  harv (Ore Truck (harvester)) x1: #132@(88,4)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 7 units\n  - train 2x e3: queued\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: Building: proc(2nd) ~94% -> place, then weap. Infantry: e1 x4 + 2 more e3 queued. Scout group (most e1s) moving west toward (40,14)->(12,16). 1 harv mining. Power 100/50.", "raw": "{\"thoughts\": \"Place the ready 2nd refinery for a free harvester and more income, then start the War Factory (queue it even before fully affordable). Keep infantry production running and push the scout group further west toward the likely enemy base at (12,16).\", \"notes\": \"Placed proc#2 (~92,8). Building weap now (need $2000, cash low -> will build as income arrives). Infantry: keep e3/e1 flowing. Scout group heading west to find enemy base.\", \"commands\": [{\"do\":\"place\",\"item\":\"proc\"},{\"do\":\"build\",\"item\":\"weap\"},{\"do\":\"train\",\"item\":\"e3\",\"count\":2},{\"do\":\"train\",\"item\":\"e1\",\"count\":5},{\"do\":\"rally\",\"building\":134,\"x\":85,\"y\":14},{\"do\":\"attack_move\",\"units\":[136,138,140,142,143,144,146],\"x\":40,\"y\":15}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1510, "completion_tokens": 664, "total_tokens": 2174, "cost": 0.001024008, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001024008, "upstream_inference_prompt_cost": 0.000227208, "upstream_inference_completions_cost": 0.0007968}, "completion_tokens_details": {"reasoning_tokens": 459, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.22, "thoughts": "Place the ready 2nd refinery for a free harvester and more income, then start the War Factory (queue it even before fully affordable). Keep infantry production running and push the scout group further west toward the likely enemy base at (12,16).", "notes": "Placed proc#2 (~92,8). Building weap now (need $2000, cash low -> will build as income arrives). Infantry: keep e3/e1 flowing. Scout group heading west to find enemy base.", "commands": [{"do": "place", "item": "proc"}, {"do": "build", "item": "weap"}, {"do": "train", "item": "e3", "count": 2}, {"do": "train", "item": "e1", "count": 5}, {"do": "rally", "building": 134, "x": 85, "y": 14}, {"do": "attack_move", "units": [136, 138, 140, 142, 143, 144, 146], "x": 40, "y": 15}], "feedback": ["place proc: ordered (auto-relocated near base if the spot was invalid)", "build weap: started", "train 2x e3: queued", "train 5x e1: queued", "rally #134: ordered", "attack_move: 7 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 6600, "army_value": 1300, "income": 1000, "experience": 0, "order_count": 22}}
{"tick": 3401, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 2:16 (tick 3401 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $736 + stored ore $464 (storage 4000), power 100 made / 80 used, harvesters 2.\nSCORE: assets $9200, army $3600, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 10.7%.\nPRODUCTION: Building: powr READY TO PLACE\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #123 powr@(16,17) 100%, #129 proc@(9,16) 100%, #133 tent@(16,14) 100%, #151 proc@(8,21) 100%\nYOUR UNITS (10) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x5: #135@(49,26) #137@(47,24) #139@(46,24) #141@(45,24) #155@(22,18)\n  e3 (Rocket Soldier) x3: #145@(42,24) #147@(33,24) #149@(25,20)\n  harv (Ore Truck (harvester)) x2: #131@(8,22) #153@(5,27)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: ordered (auto-relocated near base if the spot was invalid)\n  - rally #133: ordered\n  - attack_move: 7 units\nYOUR NOTES FROM LAST TURN: Place proc #2; save for weap. Scout infantry/rockets moving northeast toward likely enemy base (95,11).", "raw": "{\"thoughts\":\"Second refinery is online and the ready power plant will provide ample capacity for a War Factory. Our scout group should continue northeast while cash is saved for the factory.\",\"notes\":\"Place ready powr; save cash for weap ($2000). Scout force 135,137,139,141,145,147,149 advancing toward enemy start (95,11).\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\",\"x\":18,\"y\":18},{\"do\":\"rally\",\"building\":133,\"x\":50,\"y\":22},{\"do\":\"attack_move\",\"units\":[135,137,139,141,145,147,149],\"x\":78,\"y\":17},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"harvest\",\"unit\":153}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1396, "completion_tokens": 271, "total_tokens": 1667, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1394, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0074151, "upstream_inference_prompt_cost": 0.0038379, "upstream_inference_completions_cost": 0.0035772}, "completion_tokens_details": {"reasoning_tokens": 102, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.34, "thoughts": "Second refinery is online and the ready power plant will provide ample capacity for a War Factory. Our scout group should continue northeast while cash is saved for the factory.", "notes": "Place ready powr; save cash for weap ($2000). Scout force 135,137,139,141,145,147,149 advancing toward enemy start (95,11).", "commands": [{"do": "place", "item": "powr", "x": 18, "y": 18}, {"do": "rally", "building": 133, "x": 50, "y": 22}, {"do": "attack_move", "units": [135, 137, 139, 141, 145, 147, 149], "x": 78, "y": 17}, {"do": "harvest", "unit": 131}, {"do": "harvest", "unit": 153}], "feedback": ["place powr: ordered (auto-relocated near base if the spot was invalid)", "rally #133: ordered", "attack_move: 7 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9200, "army_value": 1400, "income": 1500, "experience": 0, "order_count": 18}}
{"tick": 3401, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 2:16 (tick 3401 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $437 + stored ore $0 (storage 4000), power 100 made / 80 used, harvesters 2.\nSCORE: assets $9400, army $3800, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 10%.\nPRODUCTION: Building: weap 16%; Infantry: e1 39%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(98,10) 100%, #130 proc@(92,11) 100%, #134 barr@(95,8) 100%, #152 proc@(97,14) 100%\nYOUR UNITS (12) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x7: #136@(71,22) #138@(73,20) #140@(76,17) #142@(75,18) #143@(75,18) #144@(75,18) #146@(73,18)\n  e3 (Rocket Soldier) x3: #148@(75,9) #150@(85,10) #156@(94,9)\n  harv (Ore Truck (harvester)) x2: #132@(92,12) #154@(104,21)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: ordered (auto-relocated near base if the spot was invalid)\n  - build weap: started\n  - train 2x e3: queued\n  - train 5x e1: queued\n  - rally #134: ordered\n  - attack_move: 7 units\nYOUR NOTES FROM LAST TURN: Placed proc#2 (~92,8). Building weap now (need $2000, cash low -> will build as income arrives). Infantry: keep e3/e1 flowing. Scout group heading west to find enemy base.", "raw": "{\"thoughts\": \"Economy is solid (2 procs, 2 harvesters), war factory at 16%. Scout squad of 7 riflemen is pushing west; I'll keep them moving toward the enemy start (12,16) to locate the base. Infantry queues are already full, so I'll just let them run and hold rocket soldiers near base as defense.\", \"notes\": \"weap building ~16%. e1 squad scouting west toward (12,16). e3s #148/150/156 defending base. Cash low, let income build before adding queues.\", \"commands\": [{\"do\":\"attack_move\",\"units\":[136,138,140,142,143,144,146],\"x\":40,\"y\":18},{\"do\":\"attack_move\",\"units\":[148,150,156],\"x\":88,\"y\":14}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1593, "completion_tokens": 550, "total_tokens": 2143, "cost": 0.000912108, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000912108, "upstream_inference_prompt_cost": 0.000252108, "upstream_inference_completions_cost": 0.00066}, "completion_tokens_details": {"reasoning_tokens": 371, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.84, "thoughts": "Economy is solid (2 procs, 2 harvesters), war factory at 16%. Scout squad of 7 riflemen is pushing west; I'll keep them moving toward the enemy start (12,16) to locate the base. Infantry queues are already full, so I'll just let them run and hold rocket soldiers near base as defense.", "notes": "weap building ~16%. e1 squad scouting west toward (12,16). e3s #148/150/156 defending base. Cash low, let income build before adding queues.", "commands": [{"do": "attack_move", "units": [136, 138, 140, 142, 143, 144, 146], "x": 40, "y": 18}, {"do": "attack_move", "units": [148, 150, 156], "x": 88, "y": 14}], "feedback": ["attack_move: 7 units", "attack_move: 3 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9400, "army_value": 1600, "income": 1000, "experience": 0, "order_count": 31}}
{"tick": 3601, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 2:24 (tick 3601 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $736 + stored ore $964 (storage 4000), power 200 made / 80 used, harvesters 2.\nSCORE: assets $9500, army $3600, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 12.3%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #123 powr@(16,17) 100%, #129 proc@(9,16) 100%, #133 tent@(16,14) 100%, #151 proc@(8,21) 100%, #157 powr@(19,19) 100%\nYOUR UNITS (10) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x5: #135@(58,28) #137@(56,28) #139@(54,28) #141@(54,28) #155@(32,22)\n  e3 (Rocket Soldier) x3: #145@(51,26) #147@(44,24) #149@(34,24)\n  harv (Ore Truck (harvester)) x2: #131@(3,26) #153@(8,22)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place powr: ordered (auto-relocated near base if the spot was invalid)\n  - rally #133: ordered\n  - attack_move: 7 units\nYOUR NOTES FROM LAST TURN: Place ready powr; save cash for weap ($2000). Scout force 135,137,139,141,145,147,149 advancing toward enemy start (95,11).", "raw": "{\"thoughts\":\"Our scouting force is advancing across the map while the base has solid early income and ample power. Keep infantry production active, reinforce the forward scout, and preserve funds for the War Factory as ore is delivered.\",\"notes\":\"Forward scout group 135,137,139,141,145,147,149 moving toward likely enemy at 95,11; send 155 too. Need reach $2000 and build weap immediately.\",\"commands\":[{\"do\":\"train\",\"item\":\"e1\",\"count\":5},{\"do\":\"rally\",\"building\":133,\"x\":58,\"y\":28},{\"do\":\"attack_move\",\"units\":[155],\"x\":95,\"y\":11},{\"do\":\"attack_move\",\"units\":[135,137,139,141,145,147,149],\"x\":95,\"y\":11},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"harvest\",\"unit\":153}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1418, "completion_tokens": 278, "total_tokens": 1696, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1416, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.007568, "upstream_inference_prompt_cost": 0.0038984, "upstream_inference_completions_cost": 0.0036696}, "completion_tokens_details": {"reasoning_tokens": 84, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.48, "thoughts": "Our scouting force is advancing across the map while the base has solid early income and ample power. Keep infantry production active, reinforce the forward scout, and preserve funds for the War Factory as ore is delivered.", "notes": "Forward scout group 135,137,139,141,145,147,149 moving toward likely enemy at 95,11; send 155 too. Need reach $2000 and build weap immediately.", "commands": [{"do": "train", "item": "e1", "count": 5}, {"do": "rally", "building": 133, "x": 58, "y": 28}, {"do": "attack_move", "units": [155], "x": 95, "y": 11}, {"do": "attack_move", "units": [135, 137, 139, 141, 145, 147, 149], "x": 95, "y": 11}, {"do": "harvest", "unit": 131}, {"do": "harvest", "unit": 153}], "feedback": ["train 5x e1: queued", "rally #133: ordered", "attack_move: 1 units", "attack_move: 7 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9500, "army_value": 1400, "income": 2000, "experience": 0, "order_count": 19}}
{"tick": 3601, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 2:24 (tick 3601 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $276 + stored ore $0 (storage 4000), power 100 made / 80 used, harvesters 2.\nSCORE: assets $9700, army $4100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 11.8%.\nPRODUCTION: Building: weap 32%; Infantry: e1 68%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(98,10) 100%, #130 proc@(92,11) 100%, #134 barr@(95,8) 100%, #152 proc@(97,14) 100%\nYOUR UNITS (15) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x10: #136@(63,26) #138@(64,25) #140@(68,23) #142@(66,23) #143@(66,23) #144@(67,23) #146@(65,24) #158@(87,12) #159@(90,9) #160@(93,9)\n  e3 (Rocket Soldier) x3: #148@(85,11) #150@(88,14)* #156@(88,14)*\n  harv (Ore Truck (harvester)) x2: #132@(89,8) #154@(101,19)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 7 units\n  - attack_move: 3 units\nYOUR NOTES FROM LAST TURN: weap building ~16%. e1 squad scouting west toward (12,16). e3s #148/150/156 defending base. Cash low, let income build before adding queues.", "raw": "{\"thoughts\": \"Weap is at 32% and cash is low, so we save money to finish it without delays. Scouting e1 squad continues moving west toward the enemy base at (12, 16).\", \"notes\": \"Scouts moving west toward (12,16). Weap in progress. Defend harvesters at base with rocket soldiers.\", \"commands\": [{\"do\": \"attack_move\", \"units\": [136, 138, 140, 142, 143, 144, 146], \"x\": 35, \"y\": 18}, {\"do\": \"attack_move\", \"units\": [158, 159, 160], \"x\": 80, \"y\": 15}, {\"do\": \"attack_move\", \"units\": [148, 150, 156], \"x\": 88, \"y\": 13}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1659, "completion_tokens": 630, "total_tokens": 2289, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0072135, "upstream_inference_prompt_cost": 0.0024885, "upstream_inference_completions_cost": 0.004725}, "completion_tokens_details": {"reasoning_tokens": 407, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.19, "thoughts": "Weap is at 32% and cash is low, so we save money to finish it without delays. Scouting e1 squad continues moving west toward the enemy base at (12, 16).", "notes": "Scouts moving west toward (12,16). Weap in progress. Defend harvesters at base with rocket soldiers.", "commands": [{"do": "attack_move", "units": [136, 138, 140, 142, 143, 144, 146], "x": 35, "y": 18}, {"do": "attack_move", "units": [158, 159, 160], "x": 80, "y": 15}, {"do": "attack_move", "units": [148, 150, 156], "x": 88, "y": 13}], "feedback": ["attack_move: 7 units", "attack_move: 3 units", "attack_move: 3 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9700, "army_value": 1900, "income": 1500, "experience": 0, "order_count": 31}}
{"tick": 3801, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 2:32 (tick 3801 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $736 + stored ore $647 (storage 4000), power 200 made / 80 used, harvesters 2.\nSCORE: assets $9400, army $3500, killed $300 (3 units, 0 bldgs), lost $400 (4 units, 0 bldgs). Map explored 12.5%.\nPRODUCTION: Infantry: e1 18%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #123 powr@(16,17) 100%, #129 proc@(9,16) 100%, #133 tent@(16,14) 100%, #151 proc@(8,21) 100%, #157 powr@(19,19) 100%\nYOUR UNITS (9) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #155@(42,24) #162@(22,18) #164@(19,16) #165@(16,15)\n  e3 (Rocket Soldier) x3: #145@(58,28)56% #147@(53,27) #149@(45,24)\n  harv (Ore Truck (harvester)) x2: #131@(8,22) #153@(7,28)\nVISIBLE ENEMY UNITS (1):\n  #143 e1@(61,27) 83%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 5x e1: queued\n  - rally #133: ordered\n  - attack_move: 1 units\n  - attack_move: 7 units\nYOUR NOTES FROM LAST TURN: Forward scout group 135,137,139,141,145,147,149 moving toward likely enemy at 95,11; send 155 too. Need reach $2000 and build weap immediately.", "raw": "{\"thoughts\":\"Our scouting force is approaching the enemy approach route while income from two refineries should soon fund a War Factory. Keep infantry production active, eliminate the spotted rifleman, and press the scout group toward the likely enemy base.\",\"notes\":\"Enemy rifle #143 at 61,27; likely enemy base remains 95,11. Build War Factory immediately once affordable; forward force is rifle/rocket units around 42-58,24-28.\",\"commands\":[{\"do\":\"train\",\"item\":\"e1\",\"count\":5},{\"do\":\"train\",\"item\":\"e3\",\"count\":2},{\"do\":\"attack\",\"units\":[145,147,149,155],\"target\":143},{\"do\":\"attack_move\",\"units\":[145,147,149,155],\"x\":82,\"y\":17},{\"do\":\"attack_move\",\"units\":[162,164,165],\"x\":60,\"y\":24},{\"do\":\"rally\",\"building\":133,\"x\":60,\"y\":24}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1438, "completion_tokens": 320, "total_tokens": 1758, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1436, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0081774, "upstream_inference_prompt_cost": 0.0039534, "upstream_inference_completions_cost": 0.004224}, "completion_tokens_details": {"reasoning_tokens": 112, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.32, "thoughts": "Our scouting force is approaching the enemy approach route while income from two refineries should soon fund a War Factory. Keep infantry production active, eliminate the spotted rifleman, and press the scout group toward the likely enemy base.", "notes": "Enemy rifle #143 at 61,27; likely enemy base remains 95,11. Build War Factory immediately once affordable; forward force is rifle/rocket units around 42-58,24-28.", "commands": [{"do": "train", "item": "e1", "count": 5}, {"do": "train", "item": "e3", "count": 2}, {"do": "attack", "units": [145, 147, 149, 155], "target": 143}, {"do": "attack_move", "units": [145, 147, 149, 155], "x": 82, "y": 17}, {"do": "attack_move", "units": [162, 164, 165], "x": 60, "y": 24}, {"do": "rally", "building": 133, "x": 60, "y": 24}], "feedback": ["train 5x e1: queued", "train 2x e3: queued", "attack: 4 units", "attack_move: 4 units", "attack_move: 3 units", "rally #133: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 300, "deaths_cost": 400, "units_killed": 3, "units_lost": 4, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9400, "army_value": 1300, "income": 2000, "experience": 3, "order_count": 24}}
{"tick": 3801, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 2:32 (tick 3801 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1 + stored ore $240 (storage 4000), power 100 made / 80 used, harvesters 2.\nSCORE: assets $9600, army $4000, killed $400 (4 units, 0 bldgs), lost $300 (3 units, 0 bldgs). Map explored 12%.\nPRODUCTION: Building: weap 46%; Infantry: e3 44%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(98,10) 100%, #130 proc@(92,11) 100%, #134 barr@(95,8) 100%, #152 proc@(97,14) 100%\nYOUR UNITS (14) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x9: #140@(62,27)98% #142@(62,27) #143@(61,27)83% #144@(62,27) #158@(80,14)* #159@(81,13) #160@(83,11) #161@(87,12) #163@(89,10)\n  e3 (Rocket Soldier) x3: #148@(88,13)* #150@(88,13)* #156@(88,13)*\n  harv (Ore Truck (harvester)) x2: #132@(89,3) #154@(98,16)\nVISIBLE ENEMY UNITS (1):\n  #145 e3@(58,28) 56%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 7 units\n  - attack_move: 3 units\n  - attack_move: 3 units\nYOUR NOTES FROM LAST TURN: Scouts moving west toward (12,16). Weap in progress. Defend harvesters at base with rocket soldiers.", "raw": "{\"thoughts\": \"Economy is starved ($1 cash), so all production is throttled until harvesters deliver. Continue weap (46%) and the queued e3. Push the western scout group to kill the wounded enemy e3 at (58,28) and keep probing toward the enemy base at (12,16). Keep base defenders and harvesters safe.\", \"notes\": \"Enemy likely at (12,16). Scout group e1s ~(62,27) engaging enemy e3 #145; push west. Weap ~mid. Base defense: e3s #148/150/156 + e1s near (85,12). Harvesters #132 (89,3), #154 (98,16).\", \"commands\": [{\"do\":\"attack_move\",\"units\":[140,142,143,144],\"x\":52,\"y\":26},{\"do\":\"harvest\",\"unit\":154},{\"do\":\"train\",\"item\":\"e1\",\"count\":3},{\"do\":\"rally\",\"building\":134,\"x\":88,\"y\":12},{\"do\":\"attack_move\",\"units\":[158,159,160,161,163],\"x\":89,\"y\":12}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1529, "completion_tokens": 1281, "total_tokens": 2810, "cost": 0.001770108, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001770108, "upstream_inference_prompt_cost": 0.000232908, "upstream_inference_completions_cost": 0.0015372}, "completion_tokens_details": {"reasoning_tokens": 1033, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 9.47, "thoughts": "Economy is starved ($1 cash), so all production is throttled until harvesters deliver. Continue weap (46%) and the queued e3. Push the western scout group to kill the wounded enemy e3 at (58,28) and keep probing toward the enemy base at (12,16). Keep base defenders and harvesters safe.", "notes": "Enemy likely at (12,16). Scout group e1s ~(62,27) engaging enemy e3 #145; push west. Weap ~mid. Base defense: e3s #148/150/156 + e1s near (85,12). Harvesters #132 (89,3), #154 (98,16).", "commands": [{"do": "attack_move", "units": [140, 142, 143, 144], "x": 52, "y": 26}, {"do": "harvest", "unit": 154}, {"do": "train", "item": "e1", "count": 3}, {"do": "rally", "building": 134, "x": 88, "y": 12}, {"do": "attack_move", "units": [158, 159, 160, 161, 163], "x": 89, "y": 12}], "feedback": ["attack_move: 4 units", "train 3x e1: queued", "rally #134: ordered", "attack_move: 5 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 400, "deaths_cost": 300, "units_killed": 4, "units_lost": 3, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9600, "army_value": 1800, "income": 2000, "experience": 4, "order_count": 31}}
{"tick": 4001, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 2:40 (tick 4001 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $736 + stored ore $1265 (storage 4000), power 200 made / 80 used, harvesters 2.\nSCORE: assets $8600, army $2700, killed $300 (3 units, 0 bldgs), lost $1300 (7 units, 0 bldgs). Map explored 12.5%.\nPRODUCTION: Infantry: e3 83%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #123 powr@(16,17) 100%, #129 proc@(9,16) 100%, #133 tent@(16,14) 100%, #151 proc@(8,21) 100%, #157 powr@(19,19) 100%\nYOUR UNITS (7) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x5: #155@(51,26) #162@(31,22) #164@(28,21) #165@(25,20) #166@(22,18)\n  harv (Ore Truck (harvester)) x2: #131@(4,27) #153@(8,22)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 5x e1: queued\n  - train 2x e3: queued\n  - attack: 4 units\n  - attack_move: 4 units\n  - attack_move: 3 units\n  - rally #133: ordered\nYOUR NOTES FROM LAST TURN: Enemy rifle #143 at 61,27; likely enemy base remains 95,11. Build War Factory immediately once affordable; forward force is rifle/rocket units around 42-58,24-28.", "raw": "{\"thoughts\":\"Our economy is healthy with two refineries and ample power; save incoming funds for the War Factory rather than spending on static defenses. The scouting infantry should press east toward the suspected enemy position while new infantry reinforce behind them.\",\"notes\":\"War Factory is immediate priority at $2000. Enemy was last spotted around 61,27; likely base 95,11. Existing rifles spread from 22-51,18-26; infantry queues are full.\",\"commands\":[{\"do\":\"rally\",\"building\":133,\"x\":58,\"y\":25},{\"do\":\"attack_move\",\"units\":[155,162,164,165,166],\"x\":72,\"y\":23},{\"do\":\"stance\",\"units\":[155,162,164,165,166],\"stance\":\"attack_anything\"},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"harvest\",\"unit\":153}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1465, "completion_tokens": 278, "total_tokens": 1743, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1463, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00769725, "upstream_inference_prompt_cost": 0.00402765, "upstream_inference_completions_cost": 0.0036696}, "completion_tokens_details": {"reasoning_tokens": 91, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.04, "thoughts": "Our economy is healthy with two refineries and ample power; save incoming funds for the War Factory rather than spending on static defenses. The scouting infantry should press east toward the suspected enemy position while new infantry reinforce behind them.", "notes": "War Factory is immediate priority at $2000. Enemy was last spotted around 61,27; likely base 95,11. Existing rifles spread from 22-51,18-26; infantry queues are full.", "commands": [{"do": "rally", "building": 133, "x": 58, "y": 25}, {"do": "attack_move", "units": [155, 162, 164, 165, 166], "x": 72, "y": 23}, {"do": "stance", "units": [155, 162, 164, 165, 166], "stance": "attack_anything"}, {"do": "harvest", "unit": 131}, {"do": "harvest", "unit": 153}], "feedback": ["rally #133: ordered", "attack_move: 5 units", "stance: 5 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 300, "deaths_cost": 1300, "units_killed": 3, "units_lost": 7, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8600, "army_value": 500, "income": 2925, "experience": 3, "order_count": 31}}
{"tick": 4001, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 2:40 (tick 4001 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1 + stored ore $0 (storage 4000), power 100 made / 80 used, harvesters 2.\nSCORE: assets $9600, army $4000, killed $1300 (7 units, 0 bldgs), lost $300 (3 units, 0 bldgs). Map explored 13.2%.\nPRODUCTION: Building: weap 52%; Infantry: e3 84%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(98,10) 100%, #130 proc@(92,11) 100%, #134 barr@(95,8) 100%, #152 proc@(97,14) 100%\nYOUR UNITS (14) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x9: #140@(55,28)88% #142@(55,28)96% #143@(55,28)50% #144@(55,28)98% #158@(89,12)* #159@(89,13) #160@(89,12)* #161@(89,12)* #163@(89,12)*\n  e3 (Rocket Soldier) x3: #148@(88,13)* #150@(88,13)* #156@(88,13)*\n  harv (Ore Truck (harvester)) x2: #132@(90,12) #154@(102,23)\nVISIBLE ENEMY UNITS (1):\n  #155 e1@(51,26) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 4 units\n  - train 3x e1: queued\n  - rally #134: ordered\n  - attack_move: 5 units\nYOUR NOTES FROM LAST TURN: Enemy likely at (12,16). Scout group e1s ~(62,27) engaging enemy e3 #145; push west. Weap ~mid. Base defense: e3s #148/150/156 + e1s near (85,12). Harvesters #132 (89,3), #154 (98,16).", "raw": "{\"thoughts\": \"Economy is starved ($1 cash, 0 stored ore) so I must get both harvesters mining immediately. Continue pushing the western scout group toward the likely enemy base at (12,16) and keep the war factory finishing.\",\"notes\": \"Enemy likely at (12,16). Scout group e1s ~(55,28) pushing west, enemy e1 #155 at (51,26). Weap ~52% done. Harvesters must mine. Base guard: e3s #148/150/156 + e1s at (89,12).\",\"commands\": [{\"do\":\"harvest\",\"unit\":132},{\"do\":\"harvest\",\"unit\":154},{\"do\":\"attack_move\",\"units\":[140,142,143,144],\"x\":45,\"y\":30},{\"do\":\"rally\",\"building\":134,\"x\":70,\"y\":25}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1617, "completion_tokens": 485, "total_tokens": 2102, "cost": 0.000841308, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000841308, "upstream_inference_prompt_cost": 0.000259308, "upstream_inference_completions_cost": 0.000582}, "completion_tokens_details": {"reasoning_tokens": 295, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.77, "thoughts": "Economy is starved ($1 cash, 0 stored ore) so I must get both harvesters mining immediately. Continue pushing the western scout group toward the likely enemy base at (12,16) and keep the war factory finishing.", "notes": "Enemy likely at (12,16). Scout group e1s ~(55,28) pushing west, enemy e1 #155 at (51,26). Weap ~52% done. Harvesters must mine. Base guard: e3s #148/150/156 + e1s at (89,12).", "commands": [{"do": "harvest", "unit": 132}, {"do": "harvest", "unit": 154}, {"do": "attack_move", "units": [140, 142, 143, 144], "x": 45, "y": 30}, {"do": "rally", "building": 134, "x": 70, "y": 25}], "feedback": ["attack_move: 4 units", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 1300, "deaths_cost": 300, "units_killed": 7, "units_lost": 3, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9600, "army_value": 1800, "income": 2000, "experience": 13, "order_count": 34}}
{"tick": 4201, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 2:48 (tick 4201 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $736 + stored ore $984 (storage 4000), power 200 made / 80 used, harvesters 2.\nSCORE: assets $8800, army $2900, killed $300 (3 units, 0 bldgs), lost $1400 (8 units, 0 bldgs). Map explored 12.7%.\nPRODUCTION: Infantry: e3 93%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #123 powr@(16,17) 100%, #129 proc@(9,16) 100%, #133 tent@(16,14) 100%, #151 proc@(8,21) 100%, #157 powr@(19,19) 100%\nYOUR UNITS (7) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #162@(41,23) #164@(38,23) #165@(35,23) #166@(31,23)\n  e3 (Rocket Soldier) x1: #167@(23,19)\n  harv (Ore Truck (harvester)) x2: #131@(7,24) #153@(5,28)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - rally #133: ordered\n  - attack_move: 5 units\n  - stance: 5 units\nYOUR NOTES FROM LAST TURN: War Factory is immediate priority at $2000. Enemy was last spotted around 61,27; likely base 95,11. Existing rifles spread from 22-51,18-26; infantry queues are full.", "raw": "{\"thoughts\":\"Our economy is healthy but cash is temporarily tied up in queued infantry; let those complete while the forward scouts press toward the likely enemy side. Keep the rocket soldier moving with the rifle screen and avoid spending on unnecessary power.\",\"notes\":\"Need save for War Factory at $2000; two refineries/two harvesters active. Rifle scouts advancing east, enemy likely base at 95,11; last contact around 61,27.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[162,164,165,166,167],\"x\":72,\"y\":22},{\"do\":\"stance\",\"units\":[162,164,165,166,167],\"stance\":\"attack_anything\"},{\"do\":\"rally\",\"building\":133,\"x\":55,\"y\":23}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1438, "completion_tokens": 251, "total_tokens": 1689, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1436, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0072666, "upstream_inference_prompt_cost": 0.0039534, "upstream_inference_completions_cost": 0.0033132}, "completion_tokens_details": {"reasoning_tokens": 86, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.31, "thoughts": "Our economy is healthy but cash is temporarily tied up in queued infantry; let those complete while the forward scouts press toward the likely enemy side. Keep the rocket soldier moving with the rifle screen and avoid spending on unnecessary power.", "notes": "Need save for War Factory at $2000; two refineries/two harvesters active. Rifle scouts advancing east, enemy likely base at 95,11; last contact around 61,27.", "commands": [{"do": "attack_move", "units": [162, 164, 165, 166, 167], "x": 72, "y": 22}, {"do": "stance", "units": [162, 164, 165, 166, 167], "stance": "attack_anything"}, {"do": "rally", "building": 133, "x": 55, "y": 23}], "feedback": ["attack_move: 5 units", "stance: 5 units", "rally #133: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 300, "deaths_cost": 1400, "units_killed": 3, "units_lost": 8, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8800, "army_value": 700, "income": 3000, "experience": 3, "order_count": 31}}
{"tick": 4201, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 2:48 (tick 4201 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1 + stored ore $170 (storage 4000), power 100 made / 80 used, harvesters 2.\nSCORE: assets $10000, army $4400, killed $1400 (8 units, 0 bldgs), lost $300 (3 units, 0 bldgs). Map explored 14.6%.\nPRODUCTION: Building: weap 60%; Infantry: e1 16%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(98,10) 100%, #130 proc@(92,11) 100%, #134 barr@(95,8) 100%, #152 proc@(97,14) 100%\nYOUR UNITS (16) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x10: #140@(45,30)88% #142@(46,29)95% #143@(46,29)36% #144@(46,30)98% #158@(89,12)* #159@(89,12)* #160@(89,12)* #161@(89,12)* #163@(89,12)* #169@(94,9)\n  e3 (Rocket Soldier) x4: #148@(88,13)* #150@(88,13)* #156@(88,13)* #168@(91,9)\n  harv (Ore Truck (harvester)) x2: #132@(88,10) #154@(98,18)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 4 units\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: Enemy likely at (12,16). Scout group e1s ~(55,28) pushing west, enemy e1 #155 at (51,26). Weap ~52% done. Harvesters must mine. Base guard: e3s #148/150/156 + e1s at (89,12).", "raw": "{\"thoughts\": \"Economy is starved ($1 cash) - harvesters must keep mining and I need to avoid over-queuing infantry. Scout group is pushing west toward likely enemy at (12,16); I'll keep them advancing while base guards hold. War Factory at 60% will give tanks next.\", \"notes\": \"Enemy likely (12,16). Scout e1s (~46,30) attacking west. Base guards e3s + e1s near (89,12). Weap ~60%. Need more harvesters/cash.\", \"commands\": [{\"do\":\"harvest\",\"unit\":132},{\"do\":\"harvest\",\"unit\":154},{\"do\":\"attack_move\",\"units\":[140,142,143,144],\"x\":30,\"y\":25},{\"do\":\"rally\",\"building\":134,\"x\":90,\"y\":14},{\"do\":\"train\",\"item\":\"e1\",\"count\":2}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1580, "completion_tokens": 452, "total_tokens": 2032, "cost": 0.000790608, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000790608, "upstream_inference_prompt_cost": 0.000248208, "upstream_inference_completions_cost": 0.0005424}, "completion_tokens_details": {"reasoning_tokens": 257, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.01, "thoughts": "Economy is starved ($1 cash) - harvesters must keep mining and I need to avoid over-queuing infantry. Scout group is pushing west toward likely enemy at (12,16); I'll keep them advancing while base guards hold. War Factory at 60% will give tanks next.", "notes": "Enemy likely (12,16). Scout e1s (~46,30) attacking west. Base guards e3s + e1s near (89,12). Weap ~60%. Need more harvesters/cash.", "commands": [{"do": "harvest", "unit": 132}, {"do": "harvest", "unit": 154}, {"do": "attack_move", "units": [140, 142, 143, 144], "x": 30, "y": 25}, {"do": "rally", "building": 134, "x": 90, "y": 14}, {"do": "train", "item": "e1", "count": 2}], "feedback": ["attack_move: 4 units", "rally #134: ordered", "train 2x e1: queued"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 1400, "deaths_cost": 300, "units_killed": 8, "units_lost": 3, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 10000, "army_value": 2200, "income": 2500, "experience": 14, "order_count": 34}}
{"tick": 4401, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 2:56 (tick 4401 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $736 + stored ore $1157 (storage 4000), power 200 made / 80 used, harvesters 2.\nSCORE: assets $9100, army $3200, killed $600 (6 units, 0 bldgs), lost $1700 (11 units, 0 bldgs). Map explored 12.8%.\nPRODUCTION: Infantry: e1 8%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #123 powr@(16,17) 100%, #129 proc@(9,16) 100%, #133 tent@(16,14) 100%, #151 proc@(8,21) 100%, #157 powr@(19,19) 100%\nYOUR UNITS (8) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #166@(39,24) #172@(21,17) #173@(19,16) #175@(16,15)\n  e3 (Rocket Soldier) x2: #167@(33,22) #170@(24,20)\n  harv (Ore Truck (harvester)) x2: #131@(5,28) #153@(6,24)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 5 units\n  - stance: 5 units\n  - rally #133: ordered\nYOUR NOTES FROM LAST TURN: Need save for War Factory at $2000; two refineries/two harvesters active. Rifle scouts advancing east, enemy likely base at 95,11; last contact around 61,27.", "raw": "{\"thoughts\":\"Two refineries and ample power are established; preserve cash flow for the War Factory while infantry scouts push toward the enemy\u2019s likely eastern start. Keep barracks production active with cheap rifles.\",\"notes\":\"Saving for weap ($2000). Scout force advancing east toward likely enemy base at 95,11; no enemy currently visible.\",\"commands\":[{\"do\":\"train\",\"item\":\"e1\",\"count\":5},{\"do\":\"rally\",\"building\":133,\"x\":45,\"y\":22},{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":72,\"y\":20},{\"do\":\"stance\",\"units\":\"all_army\",\"stance\":\"attack_anything\"},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"harvest\",\"unit\":153}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1414, "completion_tokens": 391, "total_tokens": 1805, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1412, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0090486, "upstream_inference_prompt_cost": 0.0038874, "upstream_inference_completions_cost": 0.0051612}, "completion_tokens_details": {"reasoning_tokens": 228, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.67, "thoughts": "Two refineries and ample power are established; preserve cash flow for the War Factory while infantry scouts push toward the enemy\u2019s likely eastern start. Keep barracks production active with cheap rifles.", "notes": "Saving for weap ($2000). Scout force advancing east toward likely enemy base at 95,11; no enemy currently visible.", "commands": [{"do": "train", "item": "e1", "count": 5}, {"do": "rally", "building": 133, "x": 45, "y": 22}, {"do": "attack_move", "units": "all_army", "x": 72, "y": 20}, {"do": "stance", "units": "all_army", "stance": "attack_anything"}, {"do": "harvest", "unit": 131}, {"do": "harvest", "unit": 153}], "feedback": ["train 5x e1: queued", "rally #133: ordered", "attack_move: 6 units", "stance: 6 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 600, "deaths_cost": 1700, "units_killed": 6, "units_lost": 11, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9100, "army_value": 1000, "income": 3500, "experience": 6, "order_count": 31}}
{"tick": 4401, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 2:56 (tick 4401 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $100 (storage 4000), power 100 made / 80 used, harvesters 2.\nSCORE: assets $9900, army $4300, killed $1700 (11 units, 0 bldgs), lost $600 (6 units, 0 bldgs). Map explored 15.5%.\nPRODUCTION: Building: weap 75%; Infantry: e1 100%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(98,10) 100%, #130 proc@(92,11) 100%, #134 barr@(95,8) 100%, #152 proc@(97,14) 100%\nYOUR UNITS (15) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x9: #144@(42,27)92% #158@(89,12)* #159@(89,12)* #160@(89,12)* #161@(89,12)* #163@(89,12)* #169@(84,10) #171@(90,13) #174@(92,9)\n  e3 (Rocket Soldier) x4: #148@(88,13)* #150@(88,13)* #156@(88,13)* #168@(82,11)\n  harv (Ore Truck (harvester)) x2: #132@(86,4) #154@(101,17)\nVISIBLE ENEMY UNITS (1):\n  #166 e1@(39,24) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 4 units\n  - rally #134: ordered\n  - train 2x e1: queued\nYOUR NOTES FROM LAST TURN: Enemy likely (12,16). Scout e1s (~46,30) attacking west. Base guards e3s + e1s near (89,12). Weap ~60%. Need more harvesters/cash.", "raw": "{\"thoughts\": \"Cash is depleted at $0, so production is throttled; best to keep a small infantry queue and let harvesters refill. War factory nearly done will give us armor. Scout e1s should push west toward the suspected enemy start while base guards hold.\", \"notes\": \"Weap ~75-100%. Enemy likely (12,16); scouted enemy e1 at (39,24) heading west. Base guards: e3s+e1s near (88,12). 2 harvesters mining. Need cash for tanks; keep queues busy when income arrives.\", \"commands\": [{\"do\":\"train\",\"item\":\"e3\",\"count\":2},{\"do\":\"rally\",\"building\":134,\"x\":85,\"y\":12},{\"do\":\"attack_move\",\"units\":[144],\"x\":30,\"y\":22}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1568, "completion_tokens": 787, "total_tokens": 2355, "cost": 0.0014148, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0014148, "upstream_inference_prompt_cost": 0.0004704, "upstream_inference_completions_cost": 0.0009444}, "completion_tokens_details": {"reasoning_tokens": 610, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.36, "thoughts": "Cash is depleted at $0, so production is throttled; best to keep a small infantry queue and let harvesters refill. War factory nearly done will give us armor. Scout e1s should push west toward the suspected enemy start while base guards hold.", "notes": "Weap ~75-100%. Enemy likely (12,16); scouted enemy e1 at (39,24) heading west. Base guards: e3s+e1s near (88,12). 2 harvesters mining. Need cash for tanks; keep queues busy when income arrives.", "commands": [{"do": "train", "item": "e3", "count": 2}, {"do": "rally", "building": 134, "x": 85, "y": 12}, {"do": "attack_move", "units": [144], "x": 30, "y": 22}], "feedback": ["train 2x e3: queued", "rally #134: ordered", "attack_move: 1 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 1700, "deaths_cost": 600, "units_killed": 11, "units_lost": 6, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9900, "army_value": 2100, "income": 3000, "experience": 17, "order_count": 36}}
{"tick": 4601, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 3:04 (tick 4601 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $736 + stored ore $1329 (storage 4000), power 200 made / 80 used, harvesters 2.\nSCORE: assets $9300, army $3400, killed $600 (6 units, 0 bldgs), lost $1800 (12 units, 0 bldgs). Map explored 12.9%.\nPRODUCTION: Infantry: e1 36%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #123 powr@(16,17) 100%, #129 proc@(9,16) 100%, #133 tent@(16,14) 100%, #151 proc@(8,21) 100%, #157 powr@(19,19) 100%\nYOUR UNITS (10) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x6: #172@(31,22) #173@(28,21) #175@(25,20) #177@(23,15) #180@(20,15) #181@(16,15)\n  e3 (Rocket Soldier) x2: #167@(43,24) #170@(33,24)\n  harv (Ore Truck (harvester)) x2: #131@(7,26) #153@(4,26)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 5x e1: queued\n  - rally #133: ordered\n  - attack_move: 6 units\n  - stance: 6 units\nYOUR NOTES FROM LAST TURN: Saving for weap ($2000). Scout force advancing east toward likely enemy base at 95,11; no enemy currently visible.", "raw": "{\"thoughts\":\"War Factory is now affordable and essential to transition into vehicles. Keep the scouting force advancing toward the enemy start while rifle reinforcements continue training.\",\"notes\":\"War Factory started; scout/army advancing east-northeast toward likely enemy base at 95,11. Need place weap then produce medium tanks and likely add refinery.\",\"commands\":[{\"do\":\"build\",\"item\":\"weap\"},{\"do\":\"rally\",\"building\":133,\"x\":50,\"y\":22},{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":65,\"y\":20},{\"do\":\"stance\",\"units\":\"all_army\",\"stance\":\"attack_anything\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1439, "completion_tokens": 240, "total_tokens": 1679, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1437, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00712415, "upstream_inference_prompt_cost": 0.00395615, "upstream_inference_completions_cost": 0.003168}, "completion_tokens_details": {"reasoning_tokens": 99, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.53, "thoughts": "War Factory is now affordable and essential to transition into vehicles. Keep the scouting force advancing toward the enemy start while rifle reinforcements continue training.", "notes": "War Factory started; scout/army advancing east-northeast toward likely enemy base at 95,11. Need place weap then produce medium tanks and likely add refinery.", "commands": [{"do": "build", "item": "weap"}, {"do": "rally", "building": 133, "x": 50, "y": 22}, {"do": "attack_move", "units": "all_army", "x": 65, "y": 20}, {"do": "stance", "units": "all_army", "stance": "attack_anything"}], "feedback": ["build weap: started", "rally #133: ordered", "attack_move: 8 units", "stance: 8 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 600, "deaths_cost": 1800, "units_killed": 6, "units_lost": 12, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9300, "army_value": 1200, "income": 4000, "experience": 6, "order_count": 36}}
{"tick": 4601, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 3:04 (tick 4601 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1 (storage 4000), power 100 made / 80 used, harvesters 2.\nSCORE: assets $10000, army $4400, killed $1800 (12 units, 0 bldgs), lost $600 (6 units, 0 bldgs). Map explored 16.5%.\nPRODUCTION: Building: weap 77%; Infantry: e1 48%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(98,10) 100%, #130 proc@(92,11) 100%, #134 barr@(95,8) 100%, #152 proc@(97,14) 100%\nYOUR UNITS (16) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x10: #144@(38,27)11% #158@(89,12)* #159@(89,12)* #160@(89,12)* #161@(89,12)* #163@(89,12)* #169@(77,17) #171@(90,14)* #174@(90,14)* #176@(90,14)*\n  e3 (Rocket Soldier) x4: #148@(88,13)* #150@(88,13)* #156@(88,13)* #168@(76,19)\n  harv (Ore Truck (harvester)) x2: #132@(90,9) #154@(105,22)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 2x e3: queued\n  - rally #134: ordered\n  - attack_move: 1 units\nYOUR NOTES FROM LAST TURN: Weap ~75-100%. Enemy likely (12,16); scouted enemy e1 at (39,24) heading west. Base guards: e3s+e1s near (88,12). 2 harvesters mining. Need cash for tanks; keep queues busy when income arrives.", "raw": "{\"thoughts\": \"Cash is $0 so nothing new can be queued; weap is nearly done. Keep infantry/army staged near base entrance to defend against the enemy scout while income builds up. Save for a tank once weap finishes.\", \"notes\": \"Weap ~77%. Enemy likely (12,16) west; lone enemy e1 scout was at (39,24) heading west. Base guards staged ~(88,13). 2 harvesters mining; need cash for first tank.\", \"commands\": [{\"do\":\"rally\",\"building\":134,\"x\":88,\"y\":13},{\"do\":\"rally\",\"building\":152,\"x\":90,\"y\":15},{\"do\":\"stance\",\"units\":\"idle_army\",\"stance\":\"defend\"},{\"do\":\"move\",\"units\":[148,150,156,158,159,160,161,163],\"x\":88,\"y\":13}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1588, "completion_tokens": 826, "total_tokens": 2414, "cost": 0.001241808, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001241808, "upstream_inference_prompt_cost": 0.000250608, "upstream_inference_completions_cost": 0.0009912}, "completion_tokens_details": {"reasoning_tokens": 634, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.95, "thoughts": "Cash is $0 so nothing new can be queued; weap is nearly done. Keep infantry/army staged near base entrance to defend against the enemy scout while income builds up. Save for a tank once weap finishes.", "notes": "Weap ~77%. Enemy likely (12,16) west; lone enemy e1 scout was at (39,24) heading west. Base guards staged ~(88,13). 2 harvesters mining; need cash for first tank.", "commands": [{"do": "rally", "building": 134, "x": 88, "y": 13}, {"do": "rally", "building": 152, "x": 90, "y": 15}, {"do": "stance", "units": "idle_army", "stance": "defend"}, {"do": "move", "units": [148, 150, 156, 158, 159, 160, 161, 163], "x": 88, "y": 13}], "feedback": ["rally #134: ordered", "rally #152: ordered", "stance: 11 units", "move: 8 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 1800, "deaths_cost": 600, "units_killed": 12, "units_lost": 6, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 10000, "army_value": 2200, "income": 3000, "experience": 18, "order_count": 38}}
{"tick": 4801, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 3:12 (tick 4801 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $736 + stored ore $1176 (storage 4000), power 200 made / 80 used, harvesters 2.\nSCORE: assets $9600, army $3700, killed $700 (7 units, 0 bldgs), lost $1800 (12 units, 0 bldgs). Map explored 13.4%.\nPRODUCTION: Building: weap 16%; Infantry: e1 65%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #123 powr@(16,17) 100%, #129 proc@(9,16) 100%, #133 tent@(16,14) 100%, #151 proc@(8,21) 100%, #157 powr@(19,19) 100%\nYOUR UNITS (13) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x9: #172@(41,20) #173@(37,20) #175@(34,24) #177@(31,22) #180@(28,21) #181@(26,20) #182@(23,19) #183@(20,16) #184@(17,16)\n  e3 (Rocket Soldier) x2: #167@(52,27) #170@(39,22)26%\n  harv (Ore Truck (harvester)) x2: #131@(8,26) #153@(3,28)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build weap: started\n  - rally #133: ordered\n  - attack_move: 8 units\n  - stance: 8 units\nYOUR NOTES FROM LAST TURN: War Factory started; scout/army advancing east-northeast toward likely enemy base at 95,11. Need place weap then produce medium tanks and likely add refinery.", "raw": "{\"thoughts\":\"War Factory is nearing completion and our infantry screen is advancing toward the enemy start. Keep infantry production active, reinforce with rockets, and continue scouting east-northeast while saving the building queue for a third refinery after the factory is placed.\",\"notes\":\"Weap 16% at 3:12; infantry/rockets advancing toward likely enemy base (95,11). Place War Factory immediately when ready, produce Medium Tanks continuously, then build refinery #3.\",\"commands\":[{\"do\":\"train\",\"item\":\"e1\",\"count\":5},{\"do\":\"train\",\"item\":\"e3\",\"count\":2},{\"do\":\"rally\",\"building\":133,\"x\":55,\"y\":18},{\"do\":\"attack_move\",\"units\":[172,173,175,177,180,181,182,183,184,167,170],\"x\":75,\"y\":16},{\"do\":\"stance\",\"units\":[172,173,175,177,180,181,182,183,184,167,170],\"stance\":\"attack_anything\"},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"harvest\",\"unit\":153}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1453, "completion_tokens": 318, "total_tokens": 1771, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1451, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00819225, "upstream_inference_prompt_cost": 0.00399465, "upstream_inference_completions_cost": 0.0041976}, "completion_tokens_details": {"reasoning_tokens": 80, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.65, "thoughts": "War Factory is nearing completion and our infantry screen is advancing toward the enemy start. Keep infantry production active, reinforce with rockets, and continue scouting east-northeast while saving the building queue for a third refinery after the factory is placed.", "notes": "Weap 16% at 3:12; infantry/rockets advancing toward likely enemy base (95,11). Place War Factory immediately when ready, produce Medium Tanks continuously, then build refinery #3.", "commands": [{"do": "train", "item": "e1", "count": 5}, {"do": "train", "item": "e3", "count": 2}, {"do": "rally", "building": 133, "x": 55, "y": 18}, {"do": "attack_move", "units": [172, 173, 175, 177, 180, 181, 182, 183, 184, 167, 170], "x": 75, "y": 16}, {"do": "stance", "units": [172, 173, 175, 177, 180, 181, 182, 183, 184, 167, 170], "stance": "attack_anything"}, {"do": "harvest", "unit": 131}, {"do": "harvest", "unit": 153}], "feedback": ["train 5x e1: queued", "train 2x e3: queued", "rally #133: ordered", "attack_move: 11 units", "stance: 11 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 700, "deaths_cost": 1800, "units_killed": 7, "units_lost": 12, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9600, "army_value": 1500, "income": 4500, "experience": 7, "order_count": 37}}
{"tick": 4801, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 3:12 (tick 4801 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $293 (storage 4000), power 100 made / 80 used, harvesters 2.\nSCORE: assets $10000, army $4400, killed $1800 (12 units, 0 bldgs), lost $700 (7 units, 0 bldgs). Map explored 16.9%.\nPRODUCTION: Building: weap 82%; Infantry: e3 17%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(98,10) 100%, #130 proc@(92,11) 100%, #134 barr@(95,8) 100%, #152 proc@(97,14) 100%\nYOUR UNITS (16) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x10: #158@(88,13)* #159@(88,13)* #160@(89,12)* #161@(89,12)* #163@(89,12)* #169@(71,24) #171@(90,14)* #174@(90,14)* #176@(90,14)* #185@(93,9)\n  e3 (Rocket Soldier) x4: #148@(88,13)* #150@(88,13)* #156@(88,13)* #168@(70,25)*\n  harv (Ore Truck (harvester)) x2: #132@(90,12) #154@(97,15)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - rally #134: ordered\n  - rally #152: ordered\n  - stance: 11 units\n  - move: 8 units\nYOUR NOTES FROM LAST TURN: Weap ~77%. Enemy likely (12,16) west; lone enemy e1 scout was at (39,24) heading west. Base guards staged ~(88,13). 2 harvesters mining; need cash for first tank.", "raw": "{\"thoughts\": \"Cash is tight ($293, ore trickling). War Factory is nearly done so keep it and queue cheap rifle infantry to fill idle barracks queues. Send the two western units to scout toward the likely enemy start (12,16), and keep the base cluster on defend.\",\"notes\": \"Weap ~82%, finish next turn. 2 units scouting west from (70,25) toward (40,20). Base guards ~(88,13) on defend. Need first tank once weap done + cash.\",\"commands\": [{\"do\":\"train\",\"item\":\"e1\",\"count\":2},{\"do\":\"attack_move\",\"units\":[168,169],\"x\":40,\"y\":20},{\"do\":\"stance\",\"units\":[148,150,156,158,159,160,161,163,171,174,176],\"stance\":\"defend\"},{\"do\":\"rally\",\"building\":134,\"x\":90,\"y\":13}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1571, "completion_tokens": 590, "total_tokens": 2161, "cost": 0.000953508, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000953508, "upstream_inference_prompt_cost": 0.000245508, "upstream_inference_completions_cost": 0.000708}, "completion_tokens_details": {"reasoning_tokens": 390, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.44, "thoughts": "Cash is tight ($293, ore trickling). War Factory is nearly done so keep it and queue cheap rifle infantry to fill idle barracks queues. Send the two western units to scout toward the likely enemy start (12,16), and keep the base cluster on defend.", "notes": "Weap ~82%, finish next turn. 2 units scouting west from (70,25) toward (40,20). Base guards ~(88,13) on defend. Need first tank once weap done + cash.", "commands": [{"do": "train", "item": "e1", "count": 2}, {"do": "attack_move", "units": [168, 169], "x": 40, "y": 20}, {"do": "stance", "units": [148, 150, 156, 158, 159, 160, 161, 163, 171, 174, 176], "stance": "defend"}, {"do": "rally", "building": 134, "x": 90, "y": 13}], "feedback": ["train 2x e1: queued", "attack_move: 2 units", "stance: 11 units", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 1800, "deaths_cost": 700, "units_killed": 12, "units_lost": 7, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 10000, "army_value": 2200, "income": 3500, "experience": 18, "order_count": 38}}
{"tick": 5001, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 3:20 (tick 5001 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $736 + stored ore $1012 (storage 4000), power 200 made / 80 used, harvesters 2.\nSCORE: assets $9700, army $3800, killed $700 (7 units, 0 bldgs), lost $1800 (12 units, 0 bldgs). Map explored 13.8%.\nPRODUCTION: Building: weap 32%; Infantry: e3 98%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #123 powr@(16,17) 100%, #129 proc@(9,16) 100%, #133 tent@(16,14) 100%, #151 proc@(8,21) 100%, #157 powr@(19,19) 100%\nYOUR UNITS (14) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x10: #172@(49,26) #173@(47,24) #175@(44,24) #177@(40,24) #180@(38,24) #181@(35,24) #182@(32,24) #183@(29,22) #184@(27,20) #186@(24,20)\n  e3 (Rocket Soldier) x2: #167@(60,28)72% #170@(48,25)26%\n  harv (Ore Truck (harvester)) x2: #131@(8,28) #153@(8,22)\nVISIBLE ENEMY UNITS (2):\n  #168 e3@(63,26) 88%, #169 e1@(63,26) 98%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 5x e1: queued\n  - train 2x e3: queued\n  - rally #133: ordered\n  - attack_move: 11 units\n  - stance: 11 units\nYOUR NOTES FROM LAST TURN: Weap 16% at 3:12; infantry/rockets advancing toward likely enemy base (95,11). Place War Factory immediately when ready, produce Medium Tanks continuously, then build refinery #3.", "raw": "{\"thoughts\":\"War Factory is still constructing and infantry production is fully queued. Our forward infantry should eliminate the exposed enemy squad and keep pressing east toward the likely base while the economy accumulates for tanks.\",\"notes\":\"War Factory 32%, expected near ~3:45. Forward infantry/rockets are at x24-60 advancing east; enemy infantry spotted at (63,26). Build tanks immediately once factory is placed.\",\"commands\":[{\"do\":\"attack\",\"units\":[167,170,172,173,175,177,180,181,182,183,184,186],\"target\":168},{\"do\":\"attack_move\",\"units\":[172,173,175,177,180,181,182,183,184,186],\"x\":82,\"y\":18},{\"do\":\"rally\",\"building\":133,\"x\":70,\"y\":23},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"harvest\",\"unit\":153}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1548, "completion_tokens": 278, "total_tokens": 1826, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1546, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0079255, "upstream_inference_prompt_cost": 0.0042559, "upstream_inference_completions_cost": 0.0036696}, "completion_tokens_details": {"reasoning_tokens": 78, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.32, "thoughts": "War Factory is still constructing and infantry production is fully queued. Our forward infantry should eliminate the exposed enemy squad and keep pressing east toward the likely base while the economy accumulates for tanks.", "notes": "War Factory 32%, expected near ~3:45. Forward infantry/rockets are at x24-60 advancing east; enemy infantry spotted at (63,26). Build tanks immediately once factory is placed.", "commands": [{"do": "attack", "units": [167, 170, 172, 173, 175, 177, 180, 181, 182, 183, 184, 186], "target": 168}, {"do": "attack_move", "units": [172, 173, 175, 177, 180, 181, 182, 183, 184, 186], "x": 82, "y": 18}, {"do": "rally", "building": 133, "x": 70, "y": 23}, {"do": "harvest", "unit": 131}, {"do": "harvest", "unit": 153}], "feedback": ["attack: 12 units", "attack_move: 10 units", "rally #133: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 700, "deaths_cost": 1800, "units_killed": 7, "units_lost": 12, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9700, "army_value": 1600, "income": 5000, "experience": 7, "order_count": 44}}
{"tick": 5001, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 3:20 (tick 5001 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $128 (storage 4000), power 100 made / 80 used, harvesters 2.\nSCORE: assets $10300, army $4700, killed $1800 (12 units, 0 bldgs), lost $700 (7 units, 0 bldgs). Map explored 16.9%.\nPRODUCTION: Building: weap 99%; Infantry: e1 83%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(98,10) 100%, #130 proc@(92,11) 100%, #134 barr@(95,8) 100%, #152 proc@(97,14) 100%\nYOUR UNITS (17) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x10: #158@(88,12)* #159@(87,13)* #160@(89,12)* #161@(89,12)* #163@(89,12)* #169@(63,26)98% #171@(90,14)* #174@(90,14)* #176@(90,14)* #185@(88,13)*\n  e3 (Rocket Soldier) x5: #148@(89,13)* #150@(88,14)* #156@(89,12)* #168@(63,26)88% #187@(92,9)\n  harv (Ore Truck (harvester)) x2: #132@(85,4) #154@(104,22)\nVISIBLE ENEMY UNITS (1):\n  #167 e3@(60,28) 72%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 2x e1: queued\n  - attack_move: 2 units\n  - stance: 11 units\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: Weap ~82%, finish next turn. 2 units scouting west from (70,25) toward (40,20). Base guards ~(88,13) on defend. Need first tank once weap done + cash.", "raw": "{\"thoughts\": \"Weap is at 99%, so next turn I'll start tank production. Cash is tight ($0), so avoid new spending. Keep the western scouts pushing toward the enemy start and hold base guards.\", \"notes\": \"Weap ready next turn -> start 3tnk tank production. Scouts ~(63,26) heading west. Base guards on defend at (88,13). Need cash for first tank.\", \"commands\": [{\"do\":\"attack_move\",\"units\":[169,168],\"x\":40,\"y\":20},{\"do\":\"rally\",\"building\":134,\"x\":85,\"y\":20},{\"do\":\"train\",\"item\":\"e3\",\"count\":2}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1603, "completion_tokens": 551, "total_tokens": 2154, "cost": 0.000916308, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000916308, "upstream_inference_prompt_cost": 0.000255108, "upstream_inference_completions_cost": 0.0006612}, "completion_tokens_details": {"reasoning_tokens": 405, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.2, "thoughts": "Weap is at 99%, so next turn I'll start tank production. Cash is tight ($0), so avoid new spending. Keep the western scouts pushing toward the enemy start and hold base guards.", "notes": "Weap ready next turn -> start 3tnk tank production. Scouts ~(63,26) heading west. Base guards on defend at (88,13). Need cash for first tank.", "commands": [{"do": "attack_move", "units": [169, 168], "x": 40, "y": 20}, {"do": "rally", "building": 134, "x": 85, "y": 20}, {"do": "train", "item": "e3", "count": 2}], "feedback": ["attack_move: 2 units", "rally #134: ordered", "train 2x e3: queued"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 1800, "deaths_cost": 700, "units_killed": 12, "units_lost": 7, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 10300, "army_value": 2500, "income": 4000, "experience": 18, "order_count": 40}}
{"tick": 5201, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 3:28 (tick 5201 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $736 + stored ore $849 (storage 4000), power 200 made / 80 used, harvesters 2.\nSCORE: assets $10000, army $4100, killed $700 (7 units, 0 bldgs), lost $2100 (13 units, 0 bldgs). Map explored 13.9%.\nPRODUCTION: Building: weap 49%; Infantry: e1 26%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #123 powr@(16,17) 100%, #129 proc@(9,16) 100%, #133 tent@(16,14) 100%, #151 proc@(8,21) 100%, #157 powr@(19,19) 100%\nYOUR UNITS (15) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x10: #172@(56,28)47% #173@(55,28) #175@(53,27) #177@(50,26) #180@(48,25) #181@(46,24) #182@(42,24) #183@(39,24) #184@(36,24) #186@(33,24)\n  e3 (Rocket Soldier) x3: #170@(56,28)17% #188@(24,20) #190@(16,15)\n  harv (Ore Truck (harvester)) x2: #131@(8,22) #153@(9,29)\nVISIBLE ENEMY UNITS (2):\n  #168 e3@(60,28) 55%, #169 e1@(60,28) 24%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 12 units\n  - attack_move: 10 units\n  - rally #133: ordered\nYOUR NOTES FROM LAST TURN: War Factory 32%, expected near ~3:45. Forward infantry/rockets are at x24-60 advancing east; enemy infantry spotted at (63,26). Build tanks immediately once factory is placed.", "raw": "{\"thoughts\":\"War Factory is halfway complete and the infantry spearhead has reached enemy contact. Focus-fire the exposed enemy troops while continuing the push toward the likely northeastern base; queue rockets to support imminent vehicle production.\",\"notes\":\"War Factory ~49% at 3:28; place immediately when ready, then produce Medium Tanks. Infantry column at x33-56 y24-28 advancing east; enemy infantry currently x60 y28. Enemy base likely x95 y11.\",\"commands\":[{\"do\":\"attack\",\"units\":\"all_army\",\"target\":168},{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":78,\"y\":23},{\"do\":\"train\",\"item\":\"e3\",\"count\":3},{\"do\":\"rally\",\"building\":133,\"x\":70,\"y\":24}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1518, "completion_tokens": 299, "total_tokens": 1817, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1516, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0081202, "upstream_inference_prompt_cost": 0.0041734, "upstream_inference_completions_cost": 0.0039468}, "completion_tokens_details": {"reasoning_tokens": 130, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.85, "thoughts": "War Factory is halfway complete and the infantry spearhead has reached enemy contact. Focus-fire the exposed enemy troops while continuing the push toward the likely northeastern base; queue rockets to support imminent vehicle production.", "notes": "War Factory ~49% at 3:28; place immediately when ready, then produce Medium Tanks. Infantry column at x33-56 y24-28 advancing east; enemy infantry currently x60 y28. Enemy base likely x95 y11.", "commands": [{"do": "attack", "units": "all_army", "target": 168}, {"do": "attack_move", "units": "all_army", "x": 78, "y": 23}, {"do": "train", "item": "e3", "count": 3}, {"do": "rally", "building": 133, "x": 70, "y": 24}], "feedback": ["attack: 13 units", "attack_move: 13 units", "train 3x e3: queued", "rally #133: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 700, "deaths_cost": 2100, "units_killed": 7, "units_lost": 13, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 10000, "army_value": 1900, "income": 5500, "experience": 7, "order_count": 44}}
{"tick": 5201, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 3:28 (tick 5201 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 4000), power 100 made / 80 used, harvesters 2.\nSCORE: assets $10400, army $4800, killed $2100 (13 units, 0 bldgs), lost $700 (7 units, 0 bldgs). Map explored 17.1%.\nPRODUCTION: Building: weap READY TO PLACE; Infantry: e3 33%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(98,10) 100%, #130 proc@(92,11) 100%, #134 barr@(95,8) 100%, #152 proc@(97,14) 100%\nYOUR UNITS (18) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x11: #158@(88,12)* #159@(87,13)* #160@(89,12)* #161@(89,12)* #163@(89,12)* #169@(60,28)24% #171@(90,14)* #174@(90,14)* #176@(90,14)* #185@(88,13)* #189@(90,15)\n  e3 (Rocket Soldier) x5: #148@(89,13)* #150@(88,14)* #156@(89,12)* #168@(60,28)55% #187@(90,13)*\n  harv (Ore Truck (harvester)) x2: #132@(87,9) #154@(102,24)\nVISIBLE ENEMY UNITS (2):\n  #170 e3@(56,28) 17%, #172 e1@(56,28) 47%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 2 units\n  - rally #134: ordered\n  - train 2x e3: queued\nYOUR NOTES FROM LAST TURN: Weap ready next turn -> start 3tnk tank production. Scouts ~(63,26) heading west. Base guards on defend at (88,13). Need cash for first tank.", "raw": "{\"thoughts\": \"Cash is at $0 so I need harvesters working (they are). I'll place the War Factory now, queue tanks as cash arrives, and push my idle infantry west to pressure the enemy units spotted at (56,28).\", \"notes\": \"Weap placed ~(94,13). Queue 3tnk. Idle army pushing west toward enemy scouts at (56,28)/(60,28). Keep 2 harvesters mining; need income for tanks.\", \"commands\": [{\"do\":\"place\",\"item\":\"weap\"}, {\"do\":\"train\",\"item\":\"3tnk\",\"count\":2}, {\"do\":\"rally\",\"building\":134,\"x\":85,\"y\":20}, {\"do\":\"attack_move\",\"units\":\"idle_army\",\"x\":70,\"y\":24}, {\"do\":\"repair\",\"building\":152}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1619, "completion_tokens": 880, "total_tokens": 2499, "cost": 0.001315908, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001315908, "upstream_inference_prompt_cost": 0.000259908, "upstream_inference_completions_cost": 0.001056}, "completion_tokens_details": {"reasoning_tokens": 697, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.03, "thoughts": "Cash is at $0 so I need harvesters working (they are). I'll place the War Factory now, queue tanks as cash arrives, and push my idle infantry west to pressure the enemy units spotted at (56,28).", "notes": "Weap placed ~(94,13). Queue 3tnk. Idle army pushing west toward enemy scouts at (56,28)/(60,28). Keep 2 harvesters mining; need income for tanks.", "commands": [{"do": "place", "item": "weap"}, {"do": "train", "item": "3tnk", "count": 2}, {"do": "rally", "building": 134, "x": 85, "y": 20}, {"do": "attack_move", "units": "idle_army", "x": 70, "y": 24}, {"do": "repair", "building": 152}], "feedback": ["place weap: ordered (auto-relocated near base if the spot was invalid)", "train 3tnk: NOT AVAILABLE (not in CAN PRODUCE NOW)", "rally #134: ordered", "attack_move: 13 units", "repair #152: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 2100, "deaths_cost": 700, "units_killed": 13, "units_lost": 7, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 10400, "army_value": 2600, "income": 4000, "experience": 21, "order_count": 42}}
{"tick": 5401, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 3:36 (tick 5401 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $736 + stored ore $183 (storage 4000), power 200 made / 80 used, harvesters 2.\nSCORE: assets $10100, army $4200, killed $1100 (9 units, 0 bldgs), lost $2100 (13 units, 0 bldgs). Map explored 14.5%.\nPRODUCTION: Building: weap 66%; Infantry: e3 86%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #123 powr@(16,17) 100%, #129 proc@(9,16) 100%, #133 tent@(16,14) 100%, #151 proc@(8,21) 100%, #157 powr@(19,19) 100%\nYOUR UNITS (16) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x11: #172@(62,27)27% #173@(63,27) #175@(63,27) #177@(60,28) #180@(58,28) #181@(54,28) #182@(52,27) #183@(49,26) #184@(46,25) #186@(43,25) #192@(23,19)\n  e3 (Rocket Soldier) x3: #170@(62,27)14% #188@(34,23) #190@(25,20)\n  harv (Ore Truck (harvester)) x2: #131@(5,28) #153@(8,25)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 13 units\n  - attack_move: 13 units\n  - train 3x e3: queued\n  - rally #133: ordered\nYOUR NOTES FROM LAST TURN: War Factory ~49% at 3:28; place immediately when ready, then produce Medium Tanks. Infantry column at x33-56 y24-28 advancing east; enemy infantry currently x60 y28. Enemy base likely x95 y11.", "raw": "{\"thoughts\":\"War Factory is nearly complete; keep the infantry pressure moving toward the likely enemy base while withdrawing badly damaged scouts. Place the War Factory immediately next turn and transition into vehicle production.\",\"notes\":\"WEAP 66% at 3:36, must place when ready. Main infantry column pushing east/northeast toward enemy start (95,11); #170 and #172 badly damaged, retreating. Queue Service Depot after WEAP placement for Medium Tanks.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[173,175,177,180,181,182,183,184,186,188,190,192],\"x\":88,\"y\":16},{\"do\":\"move\",\"units\":[170,172],\"x\":19,\"y\":18},{\"do\":\"rally\",\"building\":133,\"x\":68,\"y\":24},{\"do\":\"stance\",\"units\":[173,175,177,180,181,182,183,184,186,188,190,192],\"stance\":\"attack_anything\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1537, "completion_tokens": 474, "total_tokens": 2011, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1535, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.01048245, "upstream_inference_prompt_cost": 0.00422565, "upstream_inference_completions_cost": 0.0062568}, "completion_tokens_details": {"reasoning_tokens": 259, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.63, "thoughts": "War Factory is nearly complete; keep the infantry pressure moving toward the likely enemy base while withdrawing badly damaged scouts. Place the War Factory immediately next turn and transition into vehicle production.", "notes": "WEAP 66% at 3:36, must place when ready. Main infantry column pushing east/northeast toward enemy start (95,11); #170 and #172 badly damaged, retreating. Queue Service Depot after WEAP placement for Medium Tanks.", "commands": [{"do": "attack_move", "units": [173, 175, 177, 180, 181, 182, 183, 184, 186, 188, 190, 192], "x": 88, "y": 16}, {"do": "move", "units": [170, 172], "x": 19, "y": 18}, {"do": "rally", "building": 133, "x": 68, "y": 24}, {"do": "stance", "units": [173, 175, 177, 180, 181, 182, 183, 184, 186, 188, 190, 192], "stance": "attack_anything"}], "feedback": ["attack_move: 12 units", "move: 2 units", "rally #133: ordered", "stance: 12 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 1100, "deaths_cost": 2100, "units_killed": 9, "units_lost": 13, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 10100, "army_value": 2000, "income": 5000, "experience": 11, "order_count": 47}}
{"tick": 5401, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 3:36 (tick 5401 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $470 (storage 4000), power 100 made / 110 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $12000, army $4400, killed $2100 (13 units, 0 bldgs), lost $1100 (9 units, 0 bldgs). Map explored 18%.\nPRODUCTION: Infantry: e3 43%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(98,10) 100%, #130 proc@(92,11) 100%, #134 barr@(95,8) 100%, #152 proc@(97,14) 100%, #191 weap@(94,15) 100%\nYOUR UNITS (16) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x10: #158@(77,12) #159@(77,13) #160@(79,12) #161@(78,12) #163@(79,12) #171@(80,14) #174@(80,14) #176@(81,14) #185@(77,13) #189@(85,20)*\n  e3 (Rocket Soldier) x4: #148@(79,13) #150@(79,14) #156@(79,12) #187@(81,13)\n  harv (Ore Truck (harvester)) x2: #132@(91,13) #154@(97,15)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place weap: ordered (auto-relocated near base if the spot was invalid)\n  - train 3tnk: NOT AVAILABLE (not in CAN PRODUCE NOW)\n  - rally #134: ordered\n  - attack_move: 13 units\n  - repair #152: ordered\nYOUR NOTES FROM LAST TURN: Weap placed ~(94,13). Queue 3tnk. Idle army pushing west toward enemy scouts at (56,28)/(60,28). Keep 2 harvesters mining; need income for tanks.", "raw": "{\"thoughts\": \"We're at low power (100/110) which is throttling production, and cash is $0 so income is the bottleneck. Priority: build a power plant and keep harvesters mining. The 13-unit squad is already pushing west; continue advancing them toward the enemy start at (12,16).\", \"notes\": \"Weap up at (94,15), no 3tnk yet (needs fix depot). Build powr now. Army group ~13 units west ~(77-85,12-20) advancing toward enemy at (12,16). 2 harvesters mining. Cash tight - spend on powr then consider fix depot for tanks.\", \"commands\": [{\"do\":\"build\",\"item\":\"powr\"}, {\"do\":\"train\",\"item\":\"e3\",\"count\":1}, {\"do\":\"attack_move\",\"units\":[148,150,156,158,159,160,161,163,171,174,176,185,187,189],\"x\":65,\"y\":18}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1677, "completion_tokens": 638, "total_tokens": 2315, "cost": 0.001042908, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001042908, "upstream_inference_prompt_cost": 0.000277308, "upstream_inference_completions_cost": 0.0007656}, "completion_tokens_details": {"reasoning_tokens": 420, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.91, "thoughts": "We're at low power (100/110) which is throttling production, and cash is $0 so income is the bottleneck. Priority: build a power plant and keep harvesters mining. The 13-unit squad is already pushing west; continue advancing them toward the enemy start at (12,16).", "notes": "Weap up at (94,15), no 3tnk yet (needs fix depot). Build powr now. Army group ~13 units west ~(77-85,12-20) advancing toward enemy at (12,16). 2 harvesters mining. Cash tight - spend on powr then consider fix depot for tanks.", "commands": [{"do": "build", "item": "powr"}, {"do": "train", "item": "e3", "count": 1}, {"do": "attack_move", "units": [148, 150, 156, 158, 159, 160, 161, 163, 171, 174, 176, 185, 187, 189], "x": 65, "y": 18}], "feedback": ["build powr: started", "train 1x e3: queued", "attack_move: 14 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 2100, "deaths_cost": 1100, "units_killed": 13, "units_lost": 9, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 12000, "army_value": 2200, "income": 4000, "experience": 21, "order_count": 43}}
{"tick": 5601, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 3:44 (tick 5601 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $631 + stored ore $123 (storage 4000), power 200 made / 80 used, harvesters 2.\nSCORE: assets $10400, army $4500, killed $1100 (9 units, 0 bldgs), lost $2100 (13 units, 0 bldgs). Map explored 16.2%.\nPRODUCTION: Building: weap 82%; Infantry: e3 96%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #123 powr@(16,17) 100%, #129 proc@(9,16) 100%, #133 tent@(16,14) 100%, #151 proc@(8,21) 100%, #157 powr@(19,19) 100%\nYOUR UNITS (17) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x11: #172@(54,27)27% #173@(71,19) #175@(70,21) #177@(68,21) #180@(66,23) #181@(64,25) #182@(62,27) #183@(59,28) #184@(55,28) #186@(52,27) #192@(31,24)\n  e3 (Rocket Soldier) x4: #170@(53,27)14% #188@(45,24) #190@(35,24) #193@(23,19)\n  harv (Ore Truck (harvester)) x2: #131@(6,26) #153@(8,27)\nVISIBLE ENEMY UNITS (1):\n  #176 e1@(71,15) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 12 units\n  - move: 2 units\n  - rally #133: ordered\n  - stance: 12 units\nYOUR NOTES FROM LAST TURN: WEAP 66% at 3:36, must place when ready. Main infantry column pushing east/northeast toward enemy start (95,11); #170 and #172 badly damaged, retreating. Queue Service Depot after WEAP placement for Medium Tanks.", "raw": "{\"thoughts\":\"War Factory is nearly complete; maintain infantry pressure toward the suspected Soviet base while withdrawing the two critically damaged front units. Place the War Factory immediately next turn, then begin vehicle production and a Service Depot.\",\"notes\":\"WEAP 82% at 3:44; place next turn. Healthy infantry pushing northeast/east toward 95,11. Retreat #170/#172. Enemy rifle #176 at 71,15.\",\"commands\":[{\"do\":\"attack\",\"units\":[173,175,177,180,181,182,183,184,186],\"target\":176},{\"do\":\"attack_move\",\"units\":[173,175,177,180,181,182,183,184,186,188,190,192,193],\"x\":95,\"y\":11},{\"do\":\"move\",\"units\":[170,172],\"x\":18,\"y\":18},{\"do\":\"rally\",\"building\":133,\"x\":78,\"y\":16}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1547, "completion_tokens": 474, "total_tokens": 2021, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1545, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.01050995, "upstream_inference_prompt_cost": 0.00425315, "upstream_inference_completions_cost": 0.0062568}, "completion_tokens_details": {"reasoning_tokens": 271, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.2, "thoughts": "War Factory is nearly complete; maintain infantry pressure toward the suspected Soviet base while withdrawing the two critically damaged front units. Place the War Factory immediately next turn, then begin vehicle production and a Service Depot.", "notes": "WEAP 82% at 3:44; place next turn. Healthy infantry pushing northeast/east toward 95,11. Retreat #170/#172. Enemy rifle #176 at 71,15.", "commands": [{"do": "attack", "units": [173, 175, 177, 180, 181, 182, 183, 184, 186], "target": 176}, {"do": "attack_move", "units": [173, 175, 177, 180, 181, 182, 183, 184, 186, 188, 190, 192, 193], "x": 95, "y": 11}, {"do": "move", "units": [170, 172], "x": 18, "y": 18}, {"do": "rally", "building": 133, "x": 78, "y": 16}], "feedback": ["attack: 9 units", "attack_move: 13 units", "move: 2 units", "rally #133: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 1100, "deaths_cost": 2100, "units_killed": 9, "units_lost": 13, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 10400, "army_value": 2300, "income": 5500, "experience": 11, "order_count": 47}}
{"tick": 5601, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 3:44 (tick 5601 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $751 (storage 4000), power 100 made / 110 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $14100, army $6500, killed $2100 (13 units, 0 bldgs), lost $1100 (9 units, 0 bldgs). Map explored 19%.\nPRODUCTION: Building: powr 36%; Infantry: e3 81%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(98,10) 100%, #130 proc@(92,11) 100%, #134 barr@(95,8) 100%, #152 proc@(97,14) 100%, #191 weap@(94,15) 100%\nYOUR UNITS (24) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x12: #158@(68,15) #159@(67,16) #160@(69,14) #161@(69,14) #163@(69,14) #171@(70,15) #174@(70,15) #176@(71,15) #185@(68,15) #189@(78,15) #194@(70,12)* #195@(72,14)*\n  e3 (Rocket Soldier) x7: #148@(69,14) #150@(68,15) #156@(69,14) #187@(70,13) #198@(70,14)* #199@(71,13)* #200@(70,14)*\n  e4 (Flamethrower) x2: #196@(72,12)* #197@(71,14)*\n  e6 (Engineer) x1: #201@(70,14)*\n  harv (Ore Truck (harvester)) x2: #132@(83,5) #154@(101,22)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build powr: started\n  - train 1x e3: queued\n  - attack_move: 14 units\nYOUR NOTES FROM LAST TURN: Weap up at (94,15), no 3tnk yet (needs fix depot). Build powr now. Army group ~13 units west ~(77-85,12-20) advancing toward enemy at (12,16). 2 harvesters mining. Cash tight - spend on powr then consider fix depot for tanks.", "raw": "{\"thoughts\": \"Power plant is building to resolve low power. Advancing our infantry force of 21 units west toward the enemy base at (12, 16). Saving credits for Service Depot to unlock Heavy Tanks.\", \"notes\": \"Army (21 infantry) pushing west toward (45, 16) en route to (12, 16). Power plant building (~36%). Next: place powr, build fix depot to unlock 3tnk.\", \"commands\": [{\"do\": \"attack_move\", \"units\": [148, 150, 156, 158, 159, 160, 161, 163, 171, 174, 176, 185, 187, 189, 194, 195, 196, 197, 198, 199, 200], \"x\": 45, \"y\": 16}, {\"do\": \"move\", \"units\": [201], \"x\": 75, \"y\": 14}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1934, "completion_tokens": 719, "total_tokens": 2653, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0082935, "upstream_inference_prompt_cost": 0.002901, "upstream_inference_completions_cost": 0.0053925}, "completion_tokens_details": {"reasoning_tokens": 456, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 7.42, "thoughts": "Power plant is building to resolve low power. Advancing our infantry force of 21 units west toward the enemy base at (12, 16). Saving credits for Service Depot to unlock Heavy Tanks.", "notes": "Army (21 infantry) pushing west toward (45, 16) en route to (12, 16). Power plant building (~36%). Next: place powr, build fix depot to unlock 3tnk.", "commands": [{"do": "attack_move", "units": [148, 150, 156, 158, 159, 160, 161, 163, 171, 174, 176, 185, 187, 189, 194, 195, 196, 197, 198, 199, 200], "x": 45, "y": 16}, {"do": "move", "units": [201], "x": 75, "y": 14}], "feedback": ["attack_move: 21 units", "move: 1 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 2100, "deaths_cost": 1100, "units_killed": 13, "units_lost": 9, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 14100, "army_value": 4300, "income": 4500, "experience": 21, "order_count": 45}}
{"tick": 5801, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 3:52 (tick 5801 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $400 + stored ore $191 (storage 4000), power 200 made / 80 used, harvesters 2.\nSCORE: assets $10400, army $4500, killed $1200 (10 units, 0 bldgs), lost $2700 (19 units, 0 bldgs). Map explored 16.6%.\nPRODUCTION: Building: weap 99%; Infantry: e1 19%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #123 powr@(16,17) 100%, #129 proc@(9,16) 100%, #133 tent@(16,14) 100%, #151 proc@(8,21) 100%, #157 powr@(19,19) 100%\nYOUR UNITS (13) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x5: #172@(44,27)27% #183@(65,24)23% #184@(64,25) #186@(62,27) #192@(42,24)\n  e3 (Rocket Soldier) x6: #170@(44,27)14% #188@(53,27) #190@(46,24) #193@(32,24) #202@(24,20) #204@(16,15)\n  harv (Ore Truck (harvester)) x2: #131@(7,25) #153@(6,29)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 9 units\n  - attack_move: 13 units\n  - move: 2 units\n  - rally #133: ordered\nYOUR NOTES FROM LAST TURN: WEAP 82% at 3:44; place next turn. Healthy infantry pushing northeast/east toward 95,11. Retreat #170/#172. Enemy rifle #176 at 71,15.", "raw": "{\"thoughts\":\"War Factory is about to complete; place it immediately and use it for armor production once ore income arrives. Keep the healthier infantry scouting east toward the suspected enemy base while damaged troops fall back.\",\"notes\":\"Place WEAP, then build third refinery if funds permit. Enemy previously spotted near 71,15; likely base 95,11. Healthy infantry advance east/northeast; #170/#172 retreat.\",\"commands\":[{\"do\":\"place\",\"item\":\"weap\",\"x\":18,\"y\":12},{\"do\":\"rally\",\"building\":133,\"x\":62,\"y\":22},{\"do\":\"move\",\"units\":[170,172],\"x\":18,\"y\":18},{\"do\":\"attack_move\",\"units\":[183,184,186,188,190,192,193,202,204],\"x\":82,\"y\":17},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"harvest\",\"unit\":153}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1486, "completion_tokens": 280, "total_tokens": 1766, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1484, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0077814, "upstream_inference_prompt_cost": 0.0040854, "upstream_inference_completions_cost": 0.003696}, "completion_tokens_details": {"reasoning_tokens": 81, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.7, "thoughts": "War Factory is about to complete; place it immediately and use it for armor production once ore income arrives. Keep the healthier infantry scouting east toward the suspected enemy base while damaged troops fall back.", "notes": "Place WEAP, then build third refinery if funds permit. Enemy previously spotted near 71,15; likely base 95,11. Healthy infantry advance east/northeast; #170/#172 retreat.", "commands": [{"do": "place", "item": "weap", "x": 18, "y": 12}, {"do": "rally", "building": 133, "x": 62, "y": 22}, {"do": "move", "units": [170, 172], "x": 18, "y": 18}, {"do": "attack_move", "units": [183, 184, 186, 188, 190, 192, 193, 202, 204], "x": 82, "y": 17}, {"do": "harvest", "unit": 131}, {"do": "harvest", "unit": 153}], "feedback": ["place weap: nothing READY TO PLACE with that type", "rally #133: ordered", "move: 2 units", "attack_move: 9 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 1200, "deaths_cost": 2700, "units_killed": 10, "units_lost": 19, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 10400, "army_value": 2300, "income": 6000, "experience": 12, "order_count": 47}}
{"tick": 5801, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 3:52 (tick 5801 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $527 (storage 4000), power 100 made / 110 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $14300, army $6700, killed $2700 (19 units, 0 bldgs), lost $1200 (10 units, 0 bldgs). Map explored 19.5%.\nPRODUCTION: Building: powr 73%; Infantry: e3 18%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(98,10) 100%, #130 proc@(92,11) 100%, #134 barr@(95,8) 100%, #152 proc@(97,14) 100%, #191 weap@(94,15) 100%\nYOUR UNITS (24) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x11: #158@(64,20) #160@(65,19) #161@(64,20) #163@(64,20) #171@(66,19)70% #174@(66,19)96% #176@(67,18)98% #185@(64,20)98% #189@(72,21) #194@(65,19) #195@(67,19)8%\n  e3 (Rocket Soldier) x8: #148@(64,20) #150@(65,19) #156@(65,19) #187@(65,19) #198@(65,18) #199@(66,18) #200@(66,18) #203@(90,11)\n  e4 (Flamethrower) x2: #196@(66,18)94% #197@(67,18)94%\n  e6 (Engineer) x1: #201@(75,14)97%*\n  harv (Ore Truck (harvester)) x2: #132@(88,8) #154@(101,25)\nVISIBLE ENEMY UNITS (1):\n  #183 e1@(65,24) 23%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 21 units\n  - move: 1 units\nYOUR NOTES FROM LAST TURN: Army (21 infantry) pushing west toward (45, 16) en route to (12, 16). Power plant building (~36%). Next: place powr, build fix depot to unlock 3tnk.", "raw": "{\"thoughts\": \"Low power is slowing everything, and the powr at 73% will fix it. Cash is nearly zero so I can't start new construction yet; keep the infantry army pushing west toward the enemy start (12,16) and rally new units to the front. Send the idle harvester back to mining.\", \"notes\": \"Powr ~73% (place when ready, then fix depot for 3tnk). Army pushing west to (12,16). Setup forward rally on barr/weap. Need cash -> more harv/proc soon.\", \"commands\": [{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":45,\"y\":16},{\"do\":\"harvest\",\"unit\":154},{\"do\":\"rally\",\"building\":134,\"x\":60,\"y\":18},{\"do\":\"rally\",\"building\":191,\"x\":60,\"y\":18},{\"do\":\"move\",\"units\":[201],\"x\":60,\"y\":18}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1754, "completion_tokens": 983, "total_tokens": 2737, "cost": 0.001480008, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001480008, "upstream_inference_prompt_cost": 0.000300408, "upstream_inference_completions_cost": 0.0011796}, "completion_tokens_details": {"reasoning_tokens": 779, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 7.79, "thoughts": "Low power is slowing everything, and the powr at 73% will fix it. Cash is nearly zero so I can't start new construction yet; keep the infantry army pushing west toward the enemy start (12,16) and rally new units to the front. Send the idle harvester back to mining.", "notes": "Powr ~73% (place when ready, then fix depot for 3tnk). Army pushing west to (12,16). Setup forward rally on barr/weap. Need cash -> more harv/proc soon.", "commands": [{"do": "attack_move", "units": "all_army", "x": 45, "y": 16}, {"do": "harvest", "unit": 154}, {"do": "rally", "building": 134, "x": 60, "y": 18}, {"do": "rally", "building": 191, "x": 60, "y": 18}, {"do": "move", "units": [201], "x": 60, "y": 18}], "feedback": ["attack_move: 21 units", "rally #134: ordered", "rally #191: ordered", "move: 1 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 2700, "deaths_cost": 1200, "units_killed": 19, "units_lost": 10, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 14300, "army_value": 4500, "income": 4500, "experience": 27, "order_count": 45}}
{"tick": 6001, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 4:00 (tick 6001 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $308 + stored ore $445 (storage 4000), power 200 made / 80 used, harvesters 2.\nSCORE: assets $10100, army $4200, killed $1200 (10 units, 0 bldgs), lost $3300 (23 units, 0 bldgs). Map explored 16.7%.\nPRODUCTION: Building: weap READY TO PLACE; Infantry: e1 48%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #123 powr@(16,17) 100%, #129 proc@(9,16) 100%, #133 tent@(16,14) 100%, #151 proc@(8,21) 100%, #157 powr@(19,19) 100%\nYOUR UNITS (12) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x5: #172@(36,20)27% #192@(52,27) #205@(22,18) #206@(20,16) #207@(17,16)\n  e3 (Rocket Soldier) x5: #170@(36,21)14% #190@(54,28) #193@(43,24) #202@(33,24) #204@(25,20)\n  harv (Ore Truck (harvester)) x2: #131@(3,29) #153@(8,22)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place weap: nothing READY TO PLACE with that type\n  - rally #133: ordered\n  - move: 2 units\n  - attack_move: 9 units\nYOUR NOTES FROM LAST TURN: Place WEAP, then build third refinery if funds permit. Enemy previously spotted near 71,15; likely base 95,11. Healthy infantry advance east/northeast; #170/#172 retreat.", "raw": "{\"thoughts\":\"War Factory is ready and must be deployed immediately to unlock vehicle production. Our scouts are advancing toward the enemy's likely eastern base while damaged infantry fall back.\",\"notes\":\"Place WEAP now; queue refinery afterward. Main infantry/rockets continue east toward 95,11; damaged #170/#172 return base.\",\"commands\":[{\"do\":\"place\",\"item\":\"weap\",\"x\":20,\"y\":13},{\"do\":\"build\",\"item\":\"proc\"},{\"do\":\"rally\",\"building\":133,\"x\":45,\"y\":20},{\"do\":\"attack_move\",\"units\":[190,192,193,202,204,205,206,207],\"x\":75,\"y\":16},{\"do\":\"move\",\"units\":[170,172],\"x\":18,\"y\":17},{\"do\":\"stance\",\"units\":[190,192,193,202,204,205,206,207],\"stance\":\"attack_anything\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1462, "completion_tokens": 268, "total_tokens": 1730, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1460, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.007557, "upstream_inference_prompt_cost": 0.0040194, "upstream_inference_completions_cost": 0.0035376}, "completion_tokens_details": {"reasoning_tokens": 72, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.25, "thoughts": "War Factory is ready and must be deployed immediately to unlock vehicle production. Our scouts are advancing toward the enemy's likely eastern base while damaged infantry fall back.", "notes": "Place WEAP now; queue refinery afterward. Main infantry/rockets continue east toward 95,11; damaged #170/#172 return base.", "commands": [{"do": "place", "item": "weap", "x": 20, "y": 13}, {"do": "build", "item": "proc"}, {"do": "rally", "building": 133, "x": 45, "y": 20}, {"do": "attack_move", "units": [190, 192, 193, 202, 204, 205, 206, 207], "x": 75, "y": 16}, {"do": "move", "units": [170, 172], "x": 18, "y": 17}, {"do": "stance", "units": [190, 192, 193, 202, 204, 205, 206, 207], "stance": "attack_anything"}], "feedback": ["place weap: ordered (auto-relocated near base if the spot was invalid)", "build proc: started", "rally #133: ordered", "attack_move: 8 units", "move: 2 units", "stance: 8 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 1200, "deaths_cost": 3300, "units_killed": 10, "units_lost": 23, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 10100, "army_value": 2000, "income": 6000, "experience": 12, "order_count": 47}}
{"tick": 6001, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 4:00 (tick 6001 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $836 (storage 4000), power 100 made / 110 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $14300, army $6700, killed $3300 (23 units, 0 bldgs), lost $1200 (10 units, 0 bldgs). Map explored 19.8%.\nPRODUCTION: Building: powr READY TO PLACE; Infantry: e3 55%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(98,10) 100%, #130 proc@(92,11) 100%, #134 barr@(95,8) 100%, #152 proc@(97,14) 100%, #191 weap@(94,15) 100%\nYOUR UNITS (24) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x11: #158@(63,26)94% #160@(63,26)87% #161@(64,26)70% #163@(64,25)98% #171@(63,25)70% #174@(64,25)90% #176@(63,26)98% #185@(63,25)98% #189@(64,25) #194@(63,25)70% #195@(63,25)8%\n  e3 (Rocket Soldier) x8: #148@(63,26)88% #150@(64,24) #156@(64,23) #187@(64,24)95% #198@(64,24) #199@(64,25) #200@(63,25)98% #203@(81,11)\n  e4 (Flamethrower) x2: #196@(64,24)94% #197@(64,24)94%\n  e6 (Engineer) x1: #201@(66,17)97%\n  harv (Ore Truck (harvester)) x2: #132@(92,12) #154@(97,15)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 21 units\n  - rally #134: ordered\n  - rally #191: ordered\n  - move: 1 units\nYOUR NOTES FROM LAST TURN: Powr ~73% (place when ready, then fix depot for 3tnk). Army pushing west to (12,16). Setup forward rally on barr/weap. Need cash -> more harv/proc soon.", "raw": "{\"thoughts\": \"Low power is stalling everything \u2014 place the ready Power Plant now, get both harvesters mining, start a new Refinery for income (and its free harvester), and keep pushing the army west toward the enemy start at (12,16).\", \"notes\": \"Power fixed by placing powr. Next building: proc for economy, then fix for tanks. Army (~21 inf) pushing west. Harvesters 132/154 mining.\", \"commands\": [{\"do\":\"place\",\"item\":\"powr\"}, {\"do\":\"harvest\",\"unit\":132}, {\"do\":\"harvest\",\"unit\":154}, {\"do\":\"build\",\"item\":\"proc\"}, {\"do\":\"attack_move\",\"units\":[148,150,156,187,198,199,200,196,197,158,160,161,163,171,174,176,185,189,194,195],\"x\":45,\"y\":22}, {\"do\":\"rally\",\"building\":134,\"x\":70,\"y\":22}, {\"do\":\"rally\",\"building\":191,\"x\":75,\"y\":18}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1779, "completion_tokens": 1658, "total_tokens": 3437, "cost": 0.002297508, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.002297508, "upstream_inference_prompt_cost": 0.000307908, "upstream_inference_completions_cost": 0.0019896}, "completion_tokens_details": {"reasoning_tokens": 1427, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 9.47, "thoughts": "Low power is stalling everything \u2014 place the ready Power Plant now, get both harvesters mining, start a new Refinery for income (and its free harvester), and keep pushing the army west toward the enemy start at (12,16).", "notes": "Power fixed by placing powr. Next building: proc for economy, then fix for tanks. Army (~21 inf) pushing west. Harvesters 132/154 mining.", "commands": [{"do": "place", "item": "powr"}, {"do": "harvest", "unit": 132}, {"do": "harvest", "unit": 154}, {"do": "build", "item": "proc"}, {"do": "attack_move", "units": [148, 150, 156, 187, 198, 199, 200, 196, 197, 158, 160, 161, 163, 171, 174, 176, 185, 189, 194, 195], "x": 45, "y": 22}, {"do": "rally", "building": 134, "x": 70, "y": 22}, {"do": "rally", "building": 191, "x": 75, "y": 18}], "feedback": ["place powr: ordered (auto-relocated near base if the spot was invalid)", "build proc: started", "attack_move: 20 units", "rally #134: ordered", "rally #191: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 3300, "deaths_cost": 1200, "units_killed": 23, "units_lost": 10, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 14300, "army_value": 4500, "income": 4500, "experience": 33, "order_count": 45}}
{"tick": 6201, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 4:08 (tick 6201 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $280 + stored ore $0 (storage 4000), power 200 made / 110 used, harvesters 2.\nSCORE: assets $11900, army $4000, killed $1200 (10 units, 0 bldgs), lost $3700 (25 units, 0 bldgs). Map explored 17%.\nPRODUCTION: Building: proc 22%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #123 powr@(16,17) 100%, #129 proc@(9,16) 100%, #133 tent@(16,14) 100%, #151 proc@(8,21) 100%, #157 powr@(19,19) 100%, #208 weap@(12,13) 100%\nYOUR UNITS (12) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x6: #172@(25,20)27% #205@(31,24) #206@(29,22) #207@(26,20) #210@(24,15) #212@(21,15)\n  e3 (Rocket Soldier) x4: #170@(25,20)14% #193@(52,27)63% #202@(44,24) #204@(34,24)\n  harv (Ore Truck (harvester)) x2: #131@(8,22) #153@(3,29)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place weap: ordered (auto-relocated near base if the spot was invalid)\n  - build proc: started\n  - rally #133: ordered\n  - attack_move: 8 units\n  - move: 2 units\n  - stance: 8 units\nYOUR NOTES FROM LAST TURN: Place WEAP now; queue refinery afterward. Main infantry/rockets continue east toward 95,11; damaged #170/#172 return base.", "raw": "{\"thoughts\":\"The second refinery is underway and power is ample. Keep the forward force pushing toward the likely enemy base while withdrawing the two badly damaged infantry units and ensuring both trucks are mining.\",\"notes\":\"Proc #2 at 22%; army probing east/northeast toward enemy start (95,11). Withdraw #170/#172; set production rallies forward when resources arrive.\",\"commands\":[{\"do\":\"rally\",\"building\":133,\"x\":45,\"y\":22},{\"do\":\"rally\",\"building\":208,\"x\":45,\"y\":22},{\"do\":\"attack_move\",\"units\":[193,202,204,205,206,207,210,212],\"x\":95,\"y\":11},{\"do\":\"move\",\"units\":[170,172],\"x\":14,\"y\":17},{\"do\":\"stance\",\"units\":[193,202,204,205,206,207,210,212],\"stance\":\"attack_anything\"},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"harvest\",\"unit\":153}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1509, "completion_tokens": 430, "total_tokens": 1939, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1507, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00982465, "upstream_inference_prompt_cost": 0.00414865, "upstream_inference_completions_cost": 0.005676}, "completion_tokens_details": {"reasoning_tokens": 215, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.14, "thoughts": "The second refinery is underway and power is ample. Keep the forward force pushing toward the likely enemy base while withdrawing the two badly damaged infantry units and ensuring both trucks are mining.", "notes": "Proc #2 at 22%; army probing east/northeast toward enemy start (95,11). Withdraw #170/#172; set production rallies forward when resources arrive.", "commands": [{"do": "rally", "building": 133, "x": 45, "y": 22}, {"do": "rally", "building": 208, "x": 45, "y": 22}, {"do": "attack_move", "units": [193, 202, 204, 205, 206, 207, 210, 212], "x": 95, "y": 11}, {"do": "move", "units": [170, 172], "x": 14, "y": 17}, {"do": "stance", "units": [193, 202, 204, 205, 206, 207, 210, 212], "stance": "attack_anything"}, {"do": "harvest", "unit": 131}, {"do": "harvest", "unit": 153}], "feedback": ["rally #133: ordered", "rally #208: ordered", "attack_move: 8 units", "move: 2 units", "stance: 8 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 1200, "deaths_cost": 3700, "units_killed": 10, "units_lost": 25, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 11900, "army_value": 1800, "income": 6000, "experience": 12, "order_count": 49}}
{"tick": 6201, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 4:08 (tick 6201 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $691 (storage 4000), power 200 made / 110 used, harvesters 2.\nSCORE: assets $14900, army $7000, killed $3700 (25 units, 0 bldgs), lost $1200 (10 units, 0 bldgs). Map explored 20.1%.\nPRODUCTION: Building: proc 22%; Infantry: e3 63%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(98,10) 100%, #130 proc@(92,11) 100%, #134 barr@(95,8) 100%, #152 proc@(97,14) 100%, #191 weap@(94,15) 100%, #209 powr@(93,8) 100%\nYOUR UNITS (25) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x11: #158@(56,28)90% #160@(56,28)59% #161@(59,28)70% #163@(57,28)98% #171@(58,28)70% #174@(57,28)90% #176@(56,28)98% #185@(57,28)98% #189@(56,28) #194@(58,28)70% #195@(58,28)8%\n  e3 (Rocket Soldier) x9: #148@(56,28)87% #150@(58,28) #156@(60,28) #187@(60,28)95% #198@(59,28) #199@(58,28) #200@(57,29)98% #203@(73,16) #211@(89,9)\n  e4 (Flamethrower) x2: #196@(60,28)94% #197@(59,28)94%\n  e6 (Engineer) x1: #201@(62,20)97%*\n  harv (Ore Truck (harvester)) x2: #132@(90,2) #154@(103,21)\nVISIBLE ENEMY UNITS (1):\n  #193 e3@(52,27) 63%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place powr: ordered (auto-relocated near base if the spot was invalid)\n  - build proc: started\n  - attack_move: 20 units\n  - rally #134: ordered\n  - rally #191: ordered\nYOUR NOTES FROM LAST TURN: Power fixed by placing powr. Next building: proc for economy, then fix for tanks. Army (~21 inf) pushing west. Harvesters 132/154 mining.", "raw": "{\"thoughts\": \"My ~20 infantry are massed at (56,28) with an enemy rocket soldier just west; I should push them toward the enemy base at (12,16) while keeping economy running. Cash is tight ($0 + 691 ore) so I'll rely on the in-progress refinery and keep queueing cheap units.\", \"notes\": \"Army group ~20 inf pushing W from (56,28) toward enemy base (12,16). Enemy e3 at (52,27) low hp. proc building 22%. Need cash; harvesters 132/154 mining.\", \"commands\": [{\"do\":\"attack_move\",\"units\":[158,160,161,163,171,174,176,185,189,194,195,148,150,156,187,198,199,200,196,197],\"x\":48,\"y\":24},{\"do\":\"attack_move\",\"units\":[203,211],\"x\":70,\"y\":18},{\"do\":\"rally\",\"building\":134,\"x\":70,\"y\":20},{\"do\":\"rally\",\"building\":191,\"x\":70,\"y\":20},{\"do\":\"train\",\"item\":\"e3\",\"count\":3},{\"do\":\"train\",\"item\":\"e1\",\"count\":3},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"harvest\",\"unit\":154}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1799, "completion_tokens": 965, "total_tokens": 2764, "cost": 0.001471908, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001471908, "upstream_inference_prompt_cost": 0.000313908, "upstream_inference_completions_cost": 0.001158}, "completion_tokens_details": {"reasoning_tokens": 681, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.46, "thoughts": "My ~20 infantry are massed at (56,28) with an enemy rocket soldier just west; I should push them toward the enemy base at (12,16) while keeping economy running. Cash is tight ($0 + 691 ore) so I'll rely on the in-progress refinery and keep queueing cheap units.", "notes": "Army group ~20 inf pushing W from (56,28) toward enemy base (12,16). Enemy e3 at (52,27) low hp. proc building 22%. Need cash; harvesters 132/154 mining.", "commands": [{"do": "attack_move", "units": [158, 160, 161, 163, 171, 174, 176, 185, 189, 194, 195, 148, 150, 156, 187, 198, 199, 200, 196, 197], "x": 48, "y": 24}, {"do": "attack_move", "units": [203, 211], "x": 70, "y": 18}, {"do": "rally", "building": 134, "x": 70, "y": 20}, {"do": "rally", "building": 191, "x": 70, "y": 20}, {"do": "train", "item": "e3", "count": 3}, {"do": "train", "item": "e1", "count": 3}, {"do": "harvest", "unit": 132}, {"do": "harvest", "unit": 154}], "feedback": ["attack_move: 20 units", "attack_move: 2 units", "rally #134: ordered", "rally #191: ordered", "train 3x e3: queued", "train 3x e1: queued"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 3700, "deaths_cost": 1200, "units_killed": 25, "units_lost": 10, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 14900, "army_value": 4800, "income": 5000, "experience": 37, "order_count": 47}}
{"tick": 6401, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 4:16 (tick 6401 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $225 + stored ore $221 (storage 4000), power 200 made / 110 used, harvesters 2.\nSCORE: assets $11000, army $3100, killed $1200 (10 units, 0 bldgs), lost $4600 (28 units, 0 bldgs). Map explored 17.2%.\nPRODUCTION: Building: proc 46%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #123 powr@(16,17) 100%, #129 proc@(9,16) 100%, #133 tent@(16,14) 100%, #151 proc@(8,21) 100%, #157 powr@(19,19) 100%, #208 weap@(12,13) 100%\nYOUR UNITS (9) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x6: #172@(16,18)27% #205@(42,24) #206@(38,24) #207@(35,24) #210@(32,22) #212@(29,22)\n  e3 (Rocket Soldier) x1: #170@(15,18)14%\n  harv (Ore Truck (harvester)) x2: #131@(6,30) #153@(6,27)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - rally #133: ordered\n  - rally #208: ordered\n  - attack_move: 8 units\n  - move: 2 units\n  - stance: 8 units\nYOUR NOTES FROM LAST TURN: Proc #2 at 22%; army probing east/northeast toward enemy start (95,11). Withdraw #170/#172; set production rallies forward when resources arrive.", "raw": "{\"thoughts\":\"Second refinery is building and power is ample. Keep the healthy scouting force advancing toward the likely enemy base while wounded infantry fall back, and spend available cash on rifles.\",\"notes\":\"Proc #3 building 46%; healthy rifles probing northeast/east toward (95,11). Wounded #170 and #172 withdrawing to base; 2 harvesters mining southwest ore.\",\"commands\":[{\"do\":\"train\",\"item\":\"e1\",\"count\":2},{\"do\":\"attack_move\",\"units\":[205,206,207,210,212],\"x\":90,\"y\":11},{\"do\":\"move\",\"units\":[170,172],\"x\":16,\"y\":18},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"harvest\",\"unit\":153}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1475, "completion_tokens": 268, "total_tokens": 1743, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1473, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00759275, "upstream_inference_prompt_cost": 0.00405515, "upstream_inference_completions_cost": 0.0035376}, "completion_tokens_details": {"reasoning_tokens": 107, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.59, "thoughts": "Second refinery is building and power is ample. Keep the healthy scouting force advancing toward the likely enemy base while wounded infantry fall back, and spend available cash on rifles.", "notes": "Proc #3 building 46%; healthy rifles probing northeast/east toward (95,11). Wounded #170 and #172 withdrawing to base; 2 harvesters mining southwest ore.", "commands": [{"do": "train", "item": "e1", "count": 2}, {"do": "attack_move", "units": [205, 206, 207, 210, 212], "x": 90, "y": 11}, {"do": "move", "units": [170, 172], "x": 16, "y": 18}, {"do": "harvest", "unit": 131}, {"do": "harvest", "unit": 153}], "feedback": ["train 2x e1: queued", "attack_move: 5 units", "move: 2 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 1200, "deaths_cost": 4600, "units_killed": 10, "units_lost": 28, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 11000, "army_value": 900, "income": 6000, "experience": 12, "order_count": 49}}
{"tick": 6401, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 4:16 (tick 6401 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $29 (storage 4000), power 200 made / 110 used, harvesters 2.\nSCORE: assets $15400, army $7500, killed $4600 (28 units, 0 bldgs), lost $1200 (10 units, 0 bldgs). Map explored 20.5%.\nPRODUCTION: Building: proc 46%; Infantry: e1 18%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(98,10) 100%, #130 proc@(92,11) 100%, #134 barr@(95,8) 100%, #152 proc@(97,14) 100%, #191 weap@(94,15) 100%, #209 powr@(93,8) 100%\nYOUR UNITS (28) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x13: #158@(48,25)90% #160@(48,25)59% #161@(51,27)70% #163@(49,26)98% #171@(53,28)70% #174@(50,26)90% #176@(48,25)88% #185@(51,27)98% #189@(49,26) #194@(51,27)70% #195@(51,27)8% #214@(91,9) #215@(94,9)\n  e3 (Rocket Soldier) x10: #148@(48,25)87% #150@(50,26) #156@(50,26) #187@(52,28)95% #198@(52,28) #199@(50,27) #200@(49,26)98% #203@(70,18)* #211@(80,14) #213@(88,9)\n  e4 (Flamethrower) x2: #196@(51,28)94% #197@(52,28)94%\n  e6 (Engineer) x1: #201@(62,20)97%*\n  harv (Ore Truck (harvester)) x2: #132@(88,3) #154@(103,24)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 20 units\n  - attack_move: 2 units\n  - rally #134: ordered\n  - rally #191: ordered\n  - train 3x e3: queued\n  - train 3x e1: queued\nYOUR NOTES FROM LAST TURN: Army group ~20 inf pushing W from (56,28) toward enemy base (12,16). Enemy e3 at (52,27) low hp. proc building 22%. Need cash; harvesters 132/154 mining.", "raw": "{\"thoughts\": \"No enemies visible, army is pushing west toward the enemy base at (12,16). Cash is $0 so no new production; just keep the army advancing and let the proc finish. Consolidate the idle units with the main push.\", \"notes\": \"Main army ~20 inf at (48-53,25-28); pushing W toward enemy base (12,16). Engineer #201 idle at (62,20). proc at ~46%, cash $0. Harvesters 132/154 mining. Next: place proc when ready, add harv/tanks when cash allows.\", \"commands\": [{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":28,\"y\":22},{\"do\":\"attack_move\",\"units\":[201,203],\"x\":40,\"y\":24}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1854, "completion_tokens": 879, "total_tokens": 2733, "cost": 0.001385208, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001385208, "upstream_inference_prompt_cost": 0.000330408, "upstream_inference_completions_cost": 0.0010548}, "completion_tokens_details": {"reasoning_tokens": 707, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.84, "thoughts": "No enemies visible, army is pushing west toward the enemy base at (12,16). Cash is $0 so no new production; just keep the army advancing and let the proc finish. Consolidate the idle units with the main push.", "notes": "Main army ~20 inf at (48-53,25-28); pushing W toward enemy base (12,16). Engineer #201 idle at (62,20). proc at ~46%, cash $0. Harvesters 132/154 mining. Next: place proc when ready, add harv/tanks when cash allows.", "commands": [{"do": "attack_move", "units": "all_army", "x": 28, "y": 22}, {"do": "attack_move", "units": [201, 203], "x": 40, "y": 24}], "feedback": ["attack_move: 25 units", "attack_move: 2 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 4600, "deaths_cost": 1200, "units_killed": 28, "units_lost": 10, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 15400, "army_value": 5300, "income": 5000, "experience": 46, "order_count": 53}}
{"tick": 6601, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 4:24 (tick 6601 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $55 + stored ore $358 (storage 4000), power 200 made / 110 used, harvesters 2.\nSCORE: assets $10800, army $2900, killed $1300 (11 units, 0 bldgs), lost $5000 (32 units, 0 bldgs). Map explored 17.2%.\nPRODUCTION: Building: proc 70%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #123 powr@(16,17) 100%, #129 proc@(9,16) 100%, #133 tent@(16,14) 100%, #151 proc@(8,21) 100%, #157 powr@(19,19) 100%, #208 weap@(12,13) 100%\nYOUR UNITS (7) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #172@(16,18)27%* #212@(38,24) #216@(22,15) #217@(19,15)\n  e3 (Rocket Soldier) x1: #170@(16,18)14%*\n  harv (Ore Truck (harvester)) x2: #131@(7,26) #153@(7,25)\nVISIBLE ENEMY UNITS (1):\n  #189 e1@(42,24) 80%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 2x e1: queued\n  - attack_move: 5 units\n  - move: 2 units\nYOUR NOTES FROM LAST TURN: Proc #3 building 46%; healthy rifles probing northeast/east toward (95,11). Wounded #170 and #172 withdrawing to base; 2 harvesters mining southwest ore.", "raw": "{\"thoughts\":\"Third refinery is nearly complete, which will strengthen our economy; immediately place it and transition toward more vehicle production. Our small infantry probe should eliminate the exposed enemy rifle while continuing east toward the likely enemy base.\",\"notes\":\"Place proc #3 when ready; then build Service Depot or second War Factory as funds permit. Healthy rifles press east/northeast; wounded rifle/rocket remain home.\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\",\"x\":7,\"y\":13},{\"do\":\"train\",\"item\":\"e1\",\"count\":3},{\"do\":\"attack\",\"units\":[212],\"target\":189},{\"do\":\"attack_move\",\"units\":[216,217],\"x\":70,\"y\":18},{\"do\":\"move\",\"units\":[170,172],\"x\":15,\"y\":17},{\"do\":\"rally\",\"building\":133,\"x\":30,\"y\":18}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1463, "completion_tokens": 275, "total_tokens": 1738, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1461, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00765215, "upstream_inference_prompt_cost": 0.00402215, "upstream_inference_completions_cost": 0.00363}, "completion_tokens_details": {"reasoning_tokens": 89, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.05, "thoughts": "Third refinery is nearly complete, which will strengthen our economy; immediately place it and transition toward more vehicle production. Our small infantry probe should eliminate the exposed enemy rifle while continuing east toward the likely enemy base.", "notes": "Place proc #3 when ready; then build Service Depot or second War Factory as funds permit. Healthy rifles press east/northeast; wounded rifle/rocket remain home.", "commands": [{"do": "place", "item": "proc", "x": 7, "y": 13}, {"do": "train", "item": "e1", "count": 3}, {"do": "attack", "units": [212], "target": 189}, {"do": "attack_move", "units": [216, 217], "x": 70, "y": 18}, {"do": "move", "units": [170, 172], "x": 15, "y": 17}, {"do": "rally", "building": 133, "x": 30, "y": 18}], "feedback": ["place proc: nothing READY TO PLACE with that type", "train 3x e1: queued", "attack: 1 units", "attack_move: 2 units", "move: 2 units", "rally #133: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 1300, "deaths_cost": 5000, "units_killed": 11, "units_lost": 32, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 10800, "army_value": 700, "income": 6000, "experience": 13, "order_count": 51}}
{"tick": 6601, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 4:24 (tick 6601 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 4000), power 200 made / 110 used, harvesters 2.\nSCORE: assets $15300, army $7400, killed $5000 (32 units, 0 bldgs), lost $1300 (11 units, 0 bldgs). Map explored 21%.\nPRODUCTION: Building: proc 47%; Infantry: e1 31%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(98,10) 100%, #130 proc@(92,11) 100%, #134 barr@(95,8) 100%, #152 proc@(97,14) 100%, #191 weap@(94,15) 100%, #209 powr@(93,8) 100%\nYOUR UNITS (27) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x12: #158@(43,24)73% #161@(42,27)70% #163@(43,25)98% #171@(42,27)70% #174@(43,24)44% #176@(43,24)84% #185@(43,24)97% #189@(42,24)80% #194@(42,27)70% #195@(43,24)8% #214@(83,14) #215@(85,11)\n  e3 (Rocket Soldier) x10: #148@(44,24)37% #150@(43,25) #156@(43,24)95% #187@(43,27)95% #198@(44,22) #199@(44,25) #200@(44,25)98% #203@(63,25) #211@(72,21) #213@(79,14)\n  e4 (Flamethrower) x2: #196@(42,27)94% #197@(42,27)94%\n  e6 (Engineer) x1: #201@(60,28)97%\n  harv (Ore Truck (harvester)) x2: #132@(92,12) #154@(97,19)\nVISIBLE ENEMY UNITS (1):\n  #212 e1@(38,24) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 25 units\n  - attack_move: 2 units\nYOUR NOTES FROM LAST TURN: Main army ~20 inf at (48-53,25-28); pushing W toward enemy base (12,16). Engineer #201 idle at (62,20). proc at ~46%, cash $0. Harvesters 132/154 mining. Next: place proc when ready, add harv/tanks when cash allows.", "raw": "{\"thoughts\": \"Army is engaged with an enemy rifleman near (38,24) and pushing west toward the enemy base at (12,16). Cash is $0 so no new production is affordable; keep the attack moving and protect the blob by pulling the near-dead unit back.\", \"notes\": \"Main inf blob (~42,24-27) attacking west toward enemy (12,16). Enemy e1 #212 at (38,24). Cash $0, proc at 47% (build queue). Engineer #201 idle near (60,28). Next: keep pushing, resume production when cash arrives, retreat <30% units.\", \"commands\": [{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":30,\"y\":20},{\"do\":\"stop\",\"units\":[195]},{\"do\":\"move\",\"units\":[195],\"x\":95,\"y\":18},{\"do\":\"move\",\"units\":[201],\"x\":45,\"y\":24}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1835, "completion_tokens": 653, "total_tokens": 2488, "cost": 0.001108308, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001108308, "upstream_inference_prompt_cost": 0.000324708, "upstream_inference_completions_cost": 0.0007836}, "completion_tokens_details": {"reasoning_tokens": 449, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.2, "thoughts": "Army is engaged with an enemy rifleman near (38,24) and pushing west toward the enemy base at (12,16). Cash is $0 so no new production is affordable; keep the attack moving and protect the blob by pulling the near-dead unit back.", "notes": "Main inf blob (~42,24-27) attacking west toward enemy (12,16). Enemy e1 #212 at (38,24). Cash $0, proc at 47% (build queue). Engineer #201 idle near (60,28). Next: keep pushing, resume production when cash arrives, retreat <30% units.", "commands": [{"do": "attack_move", "units": "all_army", "x": 30, "y": 20}, {"do": "stop", "units": [195]}, {"do": "move", "units": [195], "x": 95, "y": 18}, {"do": "move", "units": [201], "x": 45, "y": 24}], "feedback": ["attack_move: 24 units", "stop: 1 units", "move: 1 units", "move: 1 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 5000, "deaths_cost": 1300, "units_killed": 32, "units_lost": 11, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 15300, "army_value": 5200, "income": 4500, "experience": 50, "order_count": 53}}
{"tick": 6801, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 4:32 (tick 6801 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $16 + stored ore $264 (storage 4000), power 200 made / 110 used, harvesters 2.\nSCORE: assets $11000, army $3100, killed $1300 (11 units, 0 bldgs), lost $5100 (33 units, 0 bldgs). Map explored 17.2%.\nPRODUCTION: Building: proc 94%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #123 powr@(16,17) 100%, #129 proc@(9,16) 100%, #133 tent@(16,14) 100%, #151 proc@(8,21) 100%, #157 powr@(19,19) 100%, #208 weap@(12,13) 100%\nYOUR UNITS (9) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x6: #172@(14,17)27%* #216@(30,22) #217@(28,21) #218@(22,17) #220@(19,16) #221@(16,15)\n  e3 (Rocket Soldier) x1: #170@(14,17)14%*\n  harv (Ore Truck (harvester)) x2: #131@(8,25) #153@(5,30)\nVISIBLE ENEMY UNITS (2):\n  #161 e1@(33,23) 70%, #196 e4@(33,23) 94%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: nothing READY TO PLACE with that type\n  - train 3x e1: queued\n  - attack: 1 units\n  - attack_move: 2 units\n  - move: 2 units\n  - rally #133: ordered\nYOUR NOTES FROM LAST TURN: Place proc #3 when ready; then build Service Depot or second War Factory as funds permit. Healthy rifles press east/northeast; wounded rifle/rocket remain home.", "raw": "{\"thoughts\":\"Third refinery is nearly complete and will strengthen the economy. Our scattered rifles should clear the nearby enemy scouts while pushing northeast toward the likely enemy base; the badly wounded home defenders stay back.\",\"notes\":\"Place proc immediately when ready, then save for Service Depot and begin Medium Tanks. Enemy scouts encountered around (33,23); likely base remains northeast near (95,11).\",\"commands\":[{\"do\":\"attack\",\"units\":[216,217,218,220,221],\"target\":161},{\"do\":\"attack\",\"units\":[216,217,218,220,221],\"target\":196},{\"do\":\"attack_move\",\"units\":[216,217,218,220,221],\"x\":48,\"y\":18},{\"do\":\"move\",\"units\":[172,170],\"x\":14,\"y\":17},{\"do\":\"rally\",\"building\":133,\"x\":32,\"y\":22},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"harvest\",\"unit\":153}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1514, "completion_tokens": 274, "total_tokens": 1788, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1512, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0077792, "upstream_inference_prompt_cost": 0.0041624, "upstream_inference_completions_cost": 0.0036168}, "completion_tokens_details": {"reasoning_tokens": 67, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.84, "thoughts": "Third refinery is nearly complete and will strengthen the economy. Our scattered rifles should clear the nearby enemy scouts while pushing northeast toward the likely enemy base; the badly wounded home defenders stay back.", "notes": "Place proc immediately when ready, then save for Service Depot and begin Medium Tanks. Enemy scouts encountered around (33,23); likely base remains northeast near (95,11).", "commands": [{"do": "attack", "units": [216, 217, 218, 220, 221], "target": 161}, {"do": "attack", "units": [216, 217, 218, 220, 221], "target": 196}, {"do": "attack_move", "units": [216, 217, 218, 220, 221], "x": 48, "y": 18}, {"do": "move", "units": [172, 170], "x": 14, "y": 17}, {"do": "rally", "building": 133, "x": 32, "y": 22}, {"do": "harvest", "unit": 131}, {"do": "harvest", "unit": 153}], "feedback": ["attack: 5 units", "attack: 5 units", "attack_move: 5 units", "move: 2 units", "rally #133: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 1300, "deaths_cost": 5100, "units_killed": 11, "units_lost": 33, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 11000, "army_value": 900, "income": 6500, "experience": 13, "order_count": 54}}
{"tick": 6801, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 4:32 (tick 6801 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $488 (storage 4000), power 200 made / 110 used, harvesters 2.\nSCORE: assets $15400, army $7500, killed $5100 (33 units, 0 bldgs), lost $1300 (11 units, 0 bldgs). Map explored 22.3%.\nPRODUCTION: Building: proc 66%; Infantry: e3 62%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(98,10) 100%, #130 proc@(92,11) 100%, #134 barr@(95,8) 100%, #152 proc@(97,14) 100%, #191 weap@(94,15) 100%, #209 powr@(93,8) 100%\nYOUR UNITS (28) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x13: #158@(37,20)73% #161@(33,23)70% #163@(36,20)98% #171@(35,20)70% #174@(34,20)40% #176@(36,20)82% #185@(34,20)97% #189@(34,20)65% #194@(34,20)70% #195@(53,27)8% #214@(74,19) #215@(76,17) #219@(89,9)\n  e3 (Rocket Soldier) x10: #148@(36,20)37% #150@(35,20) #156@(37,20)93% #187@(35,20)95% #198@(35,20) #199@(36,20) #200@(37,20)98% #203@(54,28) #211@(64,25) #213@(72,21)\n  e4 (Flamethrower) x2: #196@(33,23)94% #197@(35,20)94%\n  e6 (Engineer) x1: #201@(50,28)97%\n  harv (Ore Truck (harvester)) x2: #132@(89,6) #154@(98,18)\nVISIBLE ENEMY UNITS (1):\n  #216 e1@(30,22) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 24 units\n  - stop: 1 units\n  - move: 1 units\n  - move: 1 units\nYOUR NOTES FROM LAST TURN: Main inf blob (~42,24-27) attacking west toward enemy (12,16). Enemy e1 #212 at (38,24). Cash $0, proc at 47% (build queue). Engineer #201 idle near (60,28). Next: keep pushing, resume production when cash arrives, retreat <30% units.", "raw": "{\"thoughts\": \"Economy stalled at $0 cash so I can't start new construction; building queue (proc 66%) and infantry queue will finish on their own. My army is a large infantry blob fighting west toward the enemy start (12,16). I'll continue the push with all_army toward the enemy base while the very low-HP units fall back.\", \"notes\": \"Main inf blob pushing west from ~(35,20) toward enemy (12,16). Enemy e1 #216 at (30,22). Cash $0, proc at 66% (build queue). Engineer #201 idle near (50,28). Next: regroup scattered units (74-89,9-21) to the front; resume vehicle production when cash arrives.\", \"commands\": [{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":22,\"y\":19}, {\"do\":\"stop\",\"units\":[195]}, {\"do\":\"move\",\"units\":[195],\"x\":75,\"y\":22}, {\"do\":\"move\",\"units\":[201],\"x\":70,\"y\":20}, {\"do\":\"rally\",\"building\":191,\"x\":60,\"y\":18}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1855, "completion_tokens": 715, "total_tokens": 2570, "cost": 0.001188708, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001188708, "upstream_inference_prompt_cost": 0.000330708, "upstream_inference_completions_cost": 0.000858}, "completion_tokens_details": {"reasoning_tokens": 466, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.78, "thoughts": "Economy stalled at $0 cash so I can't start new construction; building queue (proc 66%) and infantry queue will finish on their own. My army is a large infantry blob fighting west toward the enemy start (12,16). I'll continue the push with all_army toward the enemy base while the very low-HP units fall back.", "notes": "Main inf blob pushing west from ~(35,20) toward enemy (12,16). Enemy e1 #216 at (30,22). Cash $0, proc at 66% (build queue). Engineer #201 idle near (50,28). Next: regroup scattered units (74-89,9-21) to the front; resume vehicle production when cash arrives.", "commands": [{"do": "attack_move", "units": "all_army", "x": 22, "y": 19}, {"do": "stop", "units": [195]}, {"do": "move", "units": [195], "x": 75, "y": 22}, {"do": "move", "units": [201], "x": 70, "y": 20}, {"do": "rally", "building": 191, "x": 60, "y": 18}], "feedback": ["attack_move: 25 units", "stop: 1 units", "move: 1 units", "move: 1 units", "rally #191: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 5100, "deaths_cost": 1300, "units_killed": 33, "units_lost": 11, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 15400, "army_value": 5300, "income": 5000, "experience": 51, "order_count": 53}}
{"tick": 7001, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 4:40 (tick 7001 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $16 + stored ore $184 (storage 4000), power 200 made / 110 used, harvesters 2.\nSCORE: assets $10600, army $2700, killed $1300 (11 units, 0 bldgs), lost $5500 (37 units, 0 bldgs). Map explored 17.3%.\nPRODUCTION: Building: proc READY TO PLACE\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #123 powr@(16,17) 100%, #129 proc@(9,16) 100%, #133 tent@(16,14) 100%, #151 proc@(8,21) 100%, #157 powr@(19,19) 100%, #208 weap@(12,13) 100%\nYOUR UNITS (5) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x2: #172@(14,17)27%* #221@(26,15)37%\n  e3 (Rocket Soldier) x1: #170@(14,17)14%*\n  harv (Ore Truck (harvester)) x2: #131@(6,31) #153@(6,29)\nVISIBLE ENEMY UNITS (1):\n  #156 e3@(28,18) 60%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 5 units\n  - attack: 5 units\n  - attack_move: 5 units\n  - move: 2 units\n  - rally #133: ordered\nYOUR NOTES FROM LAST TURN: Place proc immediately when ready, then save for Service Depot and begin Medium Tanks. Enemy scouts encountered around (33,23); likely base remains northeast near (95,11).", "raw": "{\"thoughts\":\"A third refinery is ready and must be placed to strengthen income. Our small infantry screen should eliminate the nearby enemy rocket soldier while harvesters continue mining; save toward a Service Depot for Medium Tank production.\",\"notes\":\"Placed proc; next priority fix then nonstop 2tnk. Enemy scout/rocket near (28,18); enemy main base likely northeast (95,11).\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\",\"x\":7,\"y\":25},{\"do\":\"attack\",\"units\":[172,221,170],\"target\":156},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"harvest\",\"unit\":153},{\"do\":\"rally\",\"building\":133,\"x\":30,\"y\":18}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1462, "completion_tokens": 262, "total_tokens": 1724, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1460, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0074778, "upstream_inference_prompt_cost": 0.0040194, "upstream_inference_completions_cost": 0.0034584}, "completion_tokens_details": {"reasoning_tokens": 105, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.57, "thoughts": "A third refinery is ready and must be placed to strengthen income. Our small infantry screen should eliminate the nearby enemy rocket soldier while harvesters continue mining; save toward a Service Depot for Medium Tank production.", "notes": "Placed proc; next priority fix then nonstop 2tnk. Enemy scout/rocket near (28,18); enemy main base likely northeast (95,11).", "commands": [{"do": "place", "item": "proc", "x": 7, "y": 25}, {"do": "attack", "units": [172, 221, 170], "target": 156}, {"do": "harvest", "unit": 131}, {"do": "harvest", "unit": 153}, {"do": "rally", "building": 133, "x": 30, "y": 18}], "feedback": ["place proc: ordered (auto-relocated near base if the spot was invalid)", "attack: 3 units", "rally #133: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 1300, "deaths_cost": 5500, "units_killed": 11, "units_lost": 37, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 10600, "army_value": 500, "income": 5575, "experience": 13, "order_count": 54}}
{"tick": 7001, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 4:40 (tick 7001 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1 (storage 4000), power 200 made / 110 used, harvesters 2.\nSCORE: assets $15700, army $7800, killed $5500 (37 units, 0 bldgs), lost $1300 (11 units, 0 bldgs). Map explored 23.9%.\nPRODUCTION: Building: proc 83%; Infantry: e3 42%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(98,10) 100%, #130 proc@(92,11) 100%, #134 barr@(95,8) 100%, #152 proc@(97,14) 100%, #191 weap@(94,15) 100%, #209 powr@(93,8) 100%\nYOUR UNITS (29) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x13: #158@(28,19)72% #161@(27,20)10% #163@(27,19)98% #171@(26,20)70% #174@(25,20)40% #176@(27,19)42% #185@(26,20)97% #189@(25,20)65% #194@(26,20)70% #195@(63,27)8% #214@(65,24) #215@(68,23) #219@(80,14)\n  e3 (Rocket Soldier) x11: #148@(28,19)37% #150@(28,19) #156@(28,18)60% #187@(27,19)92% #198@(28,19)90% #199@(28,19) #200@(27,20)98% #203@(45,27) #211@(54,28) #213@(63,26) #222@(88,9)\n  e4 (Flamethrower) x2: #196@(27,20)81% #197@(27,19)77%\n  e6 (Engineer) x1: #201@(58,28)97%\n  harv (Ore Truck (harvester)) x2: #132@(86,3) #154@(100,25)\nVISIBLE ENEMY UNITS (1):\n  #221 e1@(26,15) 37%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 25 units\n  - stop: 1 units\n  - move: 1 units\n  - move: 1 units\n  - rally #191: ordered\nYOUR NOTES FROM LAST TURN: Main inf blob pushing west from ~(35,20) toward enemy (12,16). Enemy e1 #216 at (30,22). Cash $0, proc at 66% (build queue). Engineer #201 idle near (50,28). Next: regroup scattered units (74-89,9-21) to the front; resume vehicle production when cash arrives.", "raw": "{\"thoughts\": \"Cash is empty, so no new production; just keep the building queue on the refinery and push the whole infantry blob west toward the enemy base at (12,16). Regroup the scattered rear units by sending them with the main attack.\", \"notes\": \"All infantry attack-moving west toward enemy base (12,16). Refinery proc ~83% in building queue. War factory rallied to (30,20). Cash $0 - resume vehicle production once ore comes in.\", \"commands\": [{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":14,\"y\":16},{\"do\":\"rally\",\"building\":191,\"x\":30,\"y\":20},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"harvest\",\"unit\":154}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1874, "completion_tokens": 592, "total_tokens": 2466, "cost": 0.001046808, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001046808, "upstream_inference_prompt_cost": 0.000336408, "upstream_inference_completions_cost": 0.0007104}, "completion_tokens_details": {"reasoning_tokens": 429, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.37, "thoughts": "Cash is empty, so no new production; just keep the building queue on the refinery and push the whole infantry blob west toward the enemy base at (12,16). Regroup the scattered rear units by sending them with the main attack.", "notes": "All infantry attack-moving west toward enemy base (12,16). Refinery proc ~83% in building queue. War factory rallied to (30,20). Cash $0 - resume vehicle production once ore comes in.", "commands": [{"do": "attack_move", "units": "all_army", "x": 14, "y": 16}, {"do": "rally", "building": 191, "x": 30, "y": 20}, {"do": "harvest", "unit": 132}, {"do": "harvest", "unit": 154}], "feedback": ["attack_move: 26 units", "rally #191: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 5500, "deaths_cost": 1300, "units_killed": 37, "units_lost": 11, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 15700, "army_value": 5600, "income": 5000, "experience": 55, "order_count": 53}}
{"tick": 7201, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 4:48 (tick 7201 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $16 + stored ore $684 (storage 6000), power 100 made / 140 used LOW POWER - production slowed, build power!, harvesters 3.\nSCORE: assets $12300, army $3300, killed $1300 (11 units, 0 bldgs), lost $6300 (40 units, 1 bldgs). Map explored 18%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #123 powr@(16,17) 100%, #129 proc@(9,16) 100%, #133 tent@(16,14) 100%, #151 proc@(8,21) 100%, #208 weap@(12,13) 100%, #223 proc@(14,19) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x3: #131@(9,23) #153@(8,22) #224@(11,30)\nVISIBLE ENEMY UNITS (9):\n  #148 e3@(19,16) 37%, #150 e3@(19,16) 99%, #156 e3@(19,16) 60%, #158 e1@(18,16) 72%, #161 e1@(17,16) 10%, #163 e1@(17,16) 98%, #171 e1@(17,15) 70%, #174 e1@(15,15) 40%, #176 e1@(17,16) 42%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: ordered (auto-relocated near base if the spot was invalid)\n  - attack: 3 units\n  - rally #133: ordered\nYOUR NOTES FROM LAST TURN: Placed proc; next priority fix then nonstop 2tnk. Enemy scout/rocket near (28,18); enemy main base likely northeast (95,11).", "raw": "{\"thoughts\":\"We are critically low power and have no standing combat force while enemy infantry are at the base perimeter. Restore power immediately, mass rifle infantry from the barracks, and keep all three harvesters mining to fund a War Factory tank force.\",\"notes\":\"Emergency defense: enemy infantry clustered around (15-19,15-16), likely threatening base. Build/place power, train infantry continuously; then Service Depot and Medium Tanks. Enemy main likely NE around (95,11).\",\"commands\":[{\"do\":\"build\",\"item\":\"powr\"},{\"do\":\"train\",\"item\":\"e1\",\"count\":5},{\"do\":\"rally\",\"building\":133,\"x\":14,\"y\":16},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"harvest\",\"unit\":153},{\"do\":\"harvest\",\"unit\":224}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1509, "completion_tokens": 283, "total_tokens": 1792, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1507, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00788425, "upstream_inference_prompt_cost": 0.00414865, "upstream_inference_completions_cost": 0.0037356}, "completion_tokens_details": {"reasoning_tokens": 108, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.22, "thoughts": "We are critically low power and have no standing combat force while enemy infantry are at the base perimeter. Restore power immediately, mass rifle infantry from the barracks, and keep all three harvesters mining to fund a War Factory tank force.", "notes": "Emergency defense: enemy infantry clustered around (15-19,15-16), likely threatening base. Build/place power, train infantry continuously; then Service Depot and Medium Tanks. Enemy main likely NE around (95,11).", "commands": [{"do": "build", "item": "powr"}, {"do": "train", "item": "e1", "count": 5}, {"do": "rally", "building": 133, "x": 14, "y": 16}, {"do": "harvest", "unit": 131}, {"do": "harvest", "unit": 153}, {"do": "harvest", "unit": 224}], "feedback": ["build powr: started", "train 5x e1: queued", "rally #133: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 1300, "deaths_cost": 6300, "units_killed": 11, "units_lost": 40, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 12300, "army_value": 0, "income": 6000, "experience": 13, "order_count": 55}}
{"tick": 7201, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 4:48 (tick 7201 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1 (storage 4000), power 200 made / 110 used, harvesters 2.\nSCORE: assets $15700, army $7800, killed $6300 (40 units, 1 bldgs), lost $1300 (11 units, 0 bldgs). Map explored 25.8%.\nPRODUCTION: Building: proc 83%; Infantry: e3 42%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(98,10) 100%, #130 proc@(92,11) 100%, #134 barr@(95,8) 100%, #152 proc@(97,14) 100%, #191 weap@(94,15) 100%, #209 powr@(93,8) 100%\nYOUR UNITS (29) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x13: #158@(18,16)72% #161@(17,16)10% #163@(17,16)98% #171@(17,15)70% #174@(15,15)40% #176@(17,16)42% #185@(21,17)97% #189@(22,18)65% #194@(22,18)70% #195@(54,28)8% #214@(57,28) #215@(60,27) #219@(73,20)\n  e3 (Rocket Soldier) x11: #148@(19,16)37% #150@(19,16) #156@(19,16)60% #187@(22,18)92% #198@(22,18)90% #199@(22,17) #200@(22,17)98% #203@(36,20) #211@(46,24) #213@(54,28) #222@(79,14)\n  e4 (Flamethrower) x2: #196@(22,17)81% #197@(22,18)77%\n  e6 (Engineer) x1: #201@(66,23)97%\n  harv (Ore Truck (harvester)) x2: #132@(91,13) #154@(97,20)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (4):\n  #121 fact@(12,16) 100%, #123 powr@(16,17) 100%, #133 tent@(16,14) 100%, #208 weap@(12,13) 100%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 26 units\n  - rally #191: ordered\nYOUR NOTES FROM LAST TURN: All infantry attack-moving west toward enemy base (12,16). Refinery proc ~83% in building queue. War factory rallied to (30,20). Cash $0 - resume vehicle production once ore comes in.", "raw": "{\"thoughts\": \"My 26-unit infantry blob is already at the enemy base perimeter (17-22,16) but not attacking the buildings. I'll send them onto the base to finish it. Cash is $0 so no new units until refineries come online; proc is nearly done.\", \"notes\": \"Army attacking enemy base (12,16). 4 enemy buildings: fact#121, powr#123, tent#133, weap#208. Need to place new proc when ready, then get harvesters mining and resume vehicle production (tanks) once cash flows.\", \"commands\": [{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":14,\"y\":15},{\"do\":\"attack\",\"units\":[{\"id\":158},{\"id\":163},{\"id\":185}],\"target\":121},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"harvest\",\"unit\":154},{\"do\":\"rally\",\"building\":191,\"x\":40,\"y\":22}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1852, "completion_tokens": 626, "total_tokens": 2478, "cost": 0.001081008, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001081008, "upstream_inference_prompt_cost": 0.000329808, "upstream_inference_completions_cost": 0.0007512}, "completion_tokens_details": {"reasoning_tokens": 418, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.21, "thoughts": "My 26-unit infantry blob is already at the enemy base perimeter (17-22,16) but not attacking the buildings. I'll send them onto the base to finish it. Cash is $0 so no new units until refineries come online; proc is nearly done.", "notes": "Army attacking enemy base (12,16). 4 enemy buildings: fact#121, powr#123, tent#133, weap#208. Need to place new proc when ready, then get harvesters mining and resume vehicle production (tanks) once cash flows.", "commands": [{"do": "attack_move", "units": "all_army", "x": 14, "y": 15}, {"do": "attack", "units": [{"id": 158}, {"id": 163}, {"id": 185}], "target": 121}, {"do": "harvest", "unit": 132}, {"do": "harvest", "unit": 154}, {"do": "rally", "building": 191, "x": 40, "y": 22}], "feedback": ["attack_move: 26 units", "attack: no valid unit ids of yours", "rally #191: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 6300, "deaths_cost": 1300, "units_killed": 40, "units_lost": 11, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 15700, "army_value": 5600, "income": 4500, "experience": 63, "order_count": 53}}
{"tick": 7401, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 4:56 (tick 7401 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $16 + stored ore $970 (storage 6000), power 0 made / 140 used LOW POWER - production slowed, build power!, harvesters 3.\nSCORE: assets $12000, army $3300, killed $1300 (11 units, 0 bldgs), lost $6700 (41 units, 2 bldgs). Map explored 18%.\nPRODUCTION: Building: powr 36%; Infantry: e1 8%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: dome Radar Dome $1500, weap War Factory $2000, powr Power Plant $300, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #129 proc@(9,16) 100%, #133 tent@(16,14) 67%, #151 proc@(8,21) 100%, #208 weap@(12,13) 100%, #223 proc@(14,19) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x3: #131@(8,27) #153@(3,30) #224@(9,28)\nVISIBLE ENEMY UNITS (16):\n  #148 e3@(14,16) 36%, #150 e3@(14,16) 99%, #156 e3@(15,15) 56%, #158 e1@(14,15) 72%, #161 e1@(14,15) 10%, #163 e1@(15,15) 93%, #171 e1@(14,15) 70%, #174 e1@(14,15) 40%, #176 e1@(14,15) 42%, #185 e1@(19,16) 97%, #187 e3@(20,16) 92%, #189 e1@(19,16) 65%, #194 e1@(19,16) 70%, #197 e4@(19,16) 77%, #198 e3@(19,16) 90%, #200 e3@(19,16) 98%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build powr: started\n  - train 5x e1: queued\n  - rally #133: ordered\nYOUR NOTES FROM LAST TURN: Emergency defense: enemy infantry clustered around (15-19,15-16), likely threatening base. Build/place power, train infantry continuously; then Service Depot and Medium Tanks. Enemy main likely NE around (95,11).", "raw": "{\"thoughts\":\"Enemy infantry are directly at the base while we have no visible combat force, so stabilize with a turret and restore power immediately. Keep harvesters mining and repair the damaged barracks while infantry queues complete.\",\"notes\":\"Emergency at home around (14-20,15-16); power plant is 36% building. Enemy base remains likely NE (95,11).\",\"commands\":[{\"do\":\"build\",\"item\":\"gun\"},{\"do\":\"repair\",\"building\":133},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"harvest\",\"unit\":153},{\"do\":\"harvest\",\"unit\":224},{\"do\":\"rally\",\"building\":133,\"x\":14,\"y\":16}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1593, "completion_tokens": 271, "total_tokens": 1864, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1591, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00795685, "upstream_inference_prompt_cost": 0.00437965, "upstream_inference_completions_cost": 0.0035772}, "completion_tokens_details": {"reasoning_tokens": 123, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.48, "thoughts": "Enemy infantry are directly at the base while we have no visible combat force, so stabilize with a turret and restore power immediately. Keep harvesters mining and repair the damaged barracks while infantry queues complete.", "notes": "Emergency at home around (14-20,15-16); power plant is 36% building. Enemy base remains likely NE (95,11).", "commands": [{"do": "build", "item": "gun"}, {"do": "repair", "building": 133}, {"do": "harvest", "unit": 131}, {"do": "harvest", "unit": 153}, {"do": "harvest", "unit": 224}, {"do": "rally", "building": 133, "x": 14, "y": 16}], "feedback": ["build gun: started", "repair #133: ordered", "rally #133: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 1300, "deaths_cost": 6700, "units_killed": 11, "units_lost": 41, "buildings_killed": 0, "buildings_lost": 2, "assets_value": 12000, "army_value": 0, "income": 6000, "experience": 13, "order_count": 61}}
{"tick": 7401, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 4:56 (tick 7401 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $535 (storage 4000), power 200 made / 110 used, harvesters 2.\nSCORE: assets $16000, army $8100, killed $6700 (41 units, 2 bldgs), lost $1300 (11 units, 0 bldgs). Map explored 26.7%.\nPRODUCTION: Building: proc READY TO PLACE; Infantry: e3 22%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(98,10) 100%, #130 proc@(92,11) 100%, #134 barr@(95,8) 100%, #152 proc@(97,14) 100%, #191 weap@(94,15) 100%, #209 powr@(93,8) 100%\nYOUR UNITS (30) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x13: #158@(14,15)72%* #161@(14,15)10%* #163@(15,15)93%* #171@(14,15)70%* #174@(14,15)40%* #176@(14,15)42%* #185@(19,16)97% #189@(19,16)65% #194@(19,16)70% #195@(44,27)8% #214@(46,28) #215@(50,28) #219@(64,25)\n  e3 (Rocket Soldier) x12: #148@(14,16)36%* #150@(14,16)* #156@(15,15)56%* #187@(20,16)92% #198@(19,16)90% #199@(21,16)* #200@(19,16)98% #203@(28,15) #211@(36,23) #213@(44,27) #222@(72,21) #225@(93,9)\n  e4 (Flamethrower) x2: #196@(21,16)81%* #197@(19,16)77%\n  e6 (Engineer) x1: #201@(70,20)97%*\n  harv (Ore Truck (harvester)) x2: #132@(86,8) #154@(98,17)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (4):\n  #121 fact@(12,16) 100%, #133 tent@(16,14) 67%, #208 weap@(12,13) 100%, #223 proc@(14,19) 100%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 26 units\n  - attack: no valid unit ids of yours\n  - rally #191: ordered\nYOUR NOTES FROM LAST TURN: Army attacking enemy base (12,16). 4 enemy buildings: fact#121, powr#123, tent#133, weap#208. Need to place new proc when ready, then get harvesters mining and resume vehicle production (tanks) once cash flows.", "raw": "{\"thoughts\": \"Army is at the enemy base but idle/damaged; need to press the attack on enemy buildings to finish them. Also place the ready refinery for economy and keep cheap infantry production flowing since cash is near zero.\", \"notes\": \"Enemy base at (12,16): fact#121, tent#133, weap#208, proc#223. Army ~26 units attacking there. Placed proc#3 near base. Keep e1 spam, then rebuild tanks when cash comes in.\", \"commands\": [{\"do\":\"place\",\"item\":\"proc\"}, {\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":13,\"y\":16}, {\"do\":\"train\",\"item\":\"e1\",\"count\":5}, {\"do\":\"train\",\"item\":\"e3\",\"count\":3}, {\"do\":\"rally\",\"building\":134,\"x\":13,\"y\":16}, {\"do\":\"rally\",\"building\":191,\"x\":13,\"y\":16}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1888, "completion_tokens": 655, "total_tokens": 2543, "cost": 0.001126608, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001126608, "upstream_inference_prompt_cost": 0.000340608, "upstream_inference_completions_cost": 0.000786}, "completion_tokens_details": {"reasoning_tokens": 450, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.45, "thoughts": "Army is at the enemy base but idle/damaged; need to press the attack on enemy buildings to finish them. Also place the ready refinery for economy and keep cheap infantry production flowing since cash is near zero.", "notes": "Enemy base at (12,16): fact#121, tent#133, weap#208, proc#223. Army ~26 units attacking there. Placed proc#3 near base. Keep e1 spam, then rebuild tanks when cash comes in.", "commands": [{"do": "place", "item": "proc"}, {"do": "attack_move", "units": "all_army", "x": 13, "y": 16}, {"do": "train", "item": "e1", "count": 5}, {"do": "train", "item": "e3", "count": 3}, {"do": "rally", "building": 134, "x": 13, "y": 16}, {"do": "rally", "building": 191, "x": 13, "y": 16}], "feedback": ["place proc: ordered (auto-relocated near base if the spot was invalid)", "attack_move: 27 units", "train 5x e1: queued", "train 3x e3: queued", "rally #134: ordered", "rally #191: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 6700, "deaths_cost": 1300, "units_killed": 41, "units_lost": 11, "buildings_killed": 2, "buildings_lost": 0, "assets_value": 16000, "army_value": 5900, "income": 5000, "experience": 67, "order_count": 53}}
{"tick": 7601, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 5:04 (tick 7601 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $16 + stored ore $1365 (storage 6000), power 0 made / 120 used LOW POWER - production slowed, build power!, harvesters 3.\nSCORE: assets $11500, army $3300, killed $1300 (11 units, 0 bldgs), lost $7200 (41 units, 3 bldgs). Map explored 18.1%.\nPRODUCTION: Building: powr 73%\nCAN PRODUCE NOW:\n  Building: dome Radar Dome $1500, weap War Factory $2000, powr Power Plant $300, fix Service Depot $1200\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 98%, #129 proc@(9,16) 100%, #151 proc@(8,21) 100%, #208 weap@(12,13) 100%, #223 proc@(14,19) 45%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x3: #131@(7,32) #153@(6,30) #224@(8,23)\nVISIBLE ENEMY UNITS (19):\n  #148 e3@(14,16) 36%, #150 e3@(14,16) 98%, #156 e3@(14,16) 51%, #158 e1@(14,16) 72%, #161 e1@(14,16) 10%, #163 e1@(15,15) 90%, #171 e1@(14,15) 70%, #174 e1@(14,15) 40%, #176 e1@(14,15) 42%, #185 e1@(17,16) 97%, #187 e3@(17,16) 92%, #189 e1@(17,16) 65%, #194 e1@(18,16) 70%, #196 e4@(18,16) 81%, #197 e4@(17,16) 77%, #198 e3@(17,16) 90%, #199 e3@(18,16) 100%, #200 e3@(17,16) 98%, #203 e3@(18,16) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build gun: started\n  - repair #133: ordered\n  - rally #133: ordered\nYOUR NOTES FROM LAST TURN: Emergency at home around (14-20,15-16); power plant is 36% building. Enemy base remains likely NE (95,11).", "raw": "{\"thoughts\":\"Enemy infantry are inside the base while power is about to finish; get power online immediately, repair the damaged refinery, and rush light tanks from the War Factory to clear the invasion.\",\"notes\":\"Emergency defense at home (14-18,15-16). Power plant is 73% complete; place it next turn. Enemy base still likely NE at 95,11.\",\"commands\":[{\"do\":\"repair\",\"building\":223},{\"do\":\"train\",\"item\":\"1tnk\",\"count\":4},{\"do\":\"rally\",\"building\":208,\"x\":14,\"y\":16},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"harvest\",\"unit\":153},{\"do\":\"harvest\",\"unit\":224}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1525, "completion_tokens": 371, "total_tokens": 1896, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1523, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00908985, "upstream_inference_prompt_cost": 0.00419265, "upstream_inference_completions_cost": 0.0048972}, "completion_tokens_details": {"reasoning_tokens": 216, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.1, "thoughts": "Enemy infantry are inside the base while power is about to finish; get power online immediately, repair the damaged refinery, and rush light tanks from the War Factory to clear the invasion.", "notes": "Emergency defense at home (14-18,15-16). Power plant is 73% complete; place it next turn. Enemy base still likely NE at 95,11.", "commands": [{"do": "repair", "building": 223}, {"do": "train", "item": "1tnk", "count": 4}, {"do": "rally", "building": 208, "x": 14, "y": 16}, {"do": "harvest", "unit": 131}, {"do": "harvest", "unit": 153}, {"do": "harvest", "unit": 224}], "feedback": ["repair #223: ordered", "train 4x 1tnk: queued", "rally #208: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 1300, "deaths_cost": 7200, "units_killed": 11, "units_lost": 41, "buildings_killed": 0, "buildings_lost": 3, "assets_value": 11500, "army_value": 0, "income": 6000, "experience": 13, "order_count": 62}}
{"tick": 7601, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 5:04 (tick 7601 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $203 (storage 6000), power 200 made / 140 used, harvesters 3.\nSCORE: assets $18800, army $9500, killed $7200 (41 units, 3 bldgs), lost $1300 (11 units, 0 bldgs). Map explored 27.7%.\nPRODUCTION: Infantry: e3 32%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(98,10) 100%, #130 proc@(92,11) 100%, #134 barr@(95,8) 100%, #152 proc@(97,14) 100%, #191 weap@(94,15) 100%, #209 powr@(93,8) 100%, #227 proc@(100,11) 100%\nYOUR UNITS (32) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x13: #158@(14,16)72%* #161@(14,16)10%* #163@(15,15)90%* #171@(14,15)70%* #174@(14,15)40%* #176@(14,15)42%* #185@(17,16)97% #189@(17,16)65% #194@(18,16)70% #195@(35,20)8% #214@(38,21) #215@(41,23) #219@(54,28)\n  e3 (Rocket Soldier) x13: #148@(14,16)36%* #150@(14,16)98%* #156@(14,16)51%* #187@(17,16)92% #198@(17,16)90% #199@(18,16)* #200@(17,16)98% #203@(18,16) #211@(28,16) #213@(36,20) #222@(63,26) #225@(84,13) #233@(92,9)\n  e4 (Flamethrower) x2: #196@(18,16)81% #197@(17,16)77%\n  e6 (Engineer) x1: #201@(70,20)97%*\n  harv (Ore Truck (harvester)) x3: #132@(82,5) #154@(101,26) #228@(106,21)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (3):\n  #121 fact@(12,16) 98%, #208 weap@(12,13) 100%, #223 proc@(14,19) 45%\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: ordered (auto-relocated near base if the spot was invalid)\n  - attack_move: 27 units\n  - train 5x e1: queued\n  - train 3x e3: queued\n  - rally #134: ordered\n  - rally #191: ordered\nYOUR NOTES FROM LAST TURN: Enemy base at (12,16): fact#121, tent#133, weap#208, proc#223. Army ~26 units attacking there. Placed proc#3 near base. Keep e1 spam, then rebuild tanks when cash comes in.", "raw": "{\"thoughts\": \"Cash is at $0 but economy is running (3 harvesters for 3 refineries). Our ~26-unit infantry blob is already inside the enemy base grinding it down. I'll push the attack home, queue a Service Depot to unlock tanks later, and make sure harvesters stay mining.\", \"notes\": \"Enemy base (12,16): fact#121, weap#208, proc#223. Army attacking there. Building fix for tanks next. Keep e1/e3 spam; add tanks once fix done + cash flows.\", \"commands\": [{\"do\":\"build\",\"item\":\"fix\"},{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":12,\"y\":16},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"harvest\",\"unit\":154},{\"do\":\"harvest\",\"unit\":228},{\"do\":\"rally\",\"building\":134,\"x\":15,\"y\":16},{\"do\":\"rally\",\"building\":191,\"x\":15,\"y\":16},{\"do\":\"train\",\"item\":\"e1\",\"count\":5},{\"do\":\"train\",\"item\":\"e3\",\"count\":3}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1981, "completion_tokens": 837, "total_tokens": 2818, "cost": 0.001372908, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001372908, "upstream_inference_prompt_cost": 0.000368508, "upstream_inference_completions_cost": 0.0010044}, "completion_tokens_details": {"reasoning_tokens": 601, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.09, "thoughts": "Cash is at $0 but economy is running (3 harvesters for 3 refineries). Our ~26-unit infantry blob is already inside the enemy base grinding it down. I'll push the attack home, queue a Service Depot to unlock tanks later, and make sure harvesters stay mining.", "notes": "Enemy base (12,16): fact#121, weap#208, proc#223. Army attacking there. Building fix for tanks next. Keep e1/e3 spam; add tanks once fix done + cash flows.", "commands": [{"do": "build", "item": "fix"}, {"do": "attack_move", "units": "all_army", "x": 12, "y": 16}, {"do": "harvest", "unit": 132}, {"do": "harvest", "unit": 154}, {"do": "harvest", "unit": 228}, {"do": "rally", "building": 134, "x": 15, "y": 16}, {"do": "rally", "building": 191, "x": 15, "y": 16}, {"do": "train", "item": "e1", "count": 5}, {"do": "train", "item": "e3", "count": 3}], "feedback": ["build fix: started", "attack_move: 28 units", "rally #134: ordered", "rally #191: ordered", "train 5x e1: queued", "train 3x e3: queued"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 7200, "deaths_cost": 1300, "units_killed": 41, "units_lost": 11, "buildings_killed": 3, "buildings_lost": 0, "assets_value": 18800, "army_value": 6200, "income": 5000, "experience": 72, "order_count": 62}}
{"tick": 7801, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 5:12 (tick 7801 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $16 + stored ore $1115 (storage 4000), power 0 made / 90 used LOW POWER - production slowed, build power!, harvesters 3.\nSCORE: assets $10100, army $3300, killed $1300 (11 units, 0 bldgs), lost $8600 (41 units, 4 bldgs). Map explored 18.1%.\nPRODUCTION: Building: powr READY TO PLACE; Vehicle: 1tnk 15%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%\nCAN PRODUCE NOW:\n  Building: dome Radar Dome $1500, weap War Factory $2000, powr Power Plant $300, fix Service Depot $1200\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 33%, #129 proc@(9,16) 100%, #151 proc@(8,21) 100%, #208 weap@(12,13) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x3: #131@(7,23) #153@(8,22) #224@(10,31)\nVISIBLE ENEMY UNITS (20):\n  #148 e3@(12,14) 36%, #150 e3@(13,14) 97%, #156 e3@(13,14) 51%, #158 e1@(13,14) 71%, #161 e1@(12,14) 10%, #163 e1@(13,14) 90%, #171 e1@(12,14) 70%, #174 e1@(12,14) 40%, #176 e1@(12,14) 42%, #185 e1@(16,16) 100%, #187 e3@(17,16) 92%, #189 e1@(17,16) 65%, #194 e1@(16,16) 70%, #196 e4@(16,16) 81%, #197 e4@(16,16) 77%, #198 e3@(17,16) 90%, #199 e3@(16,15) 100%, #200 e3@(17,16) 98%, #203 e3@(16,16) 100%, #211 e3@(17,15) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - repair #223: ordered\n  - train 4x 1tnk: queued\n  - rally #208: ordered\nYOUR NOTES FROM LAST TURN: Emergency defense at home (14-18,15-16). Power plant is 73% complete; place it next turn. Enemy base still likely NE at 95,11.", "raw": "{\"thoughts\":\"Enemy infantry are inside the base while our only immediate defense is the War Factory queue. Restore power immediately, keep the harvesters mining, and repair the critically damaged Construction Yard while light tanks complete.\",\"notes\":\"Emergency: enemy infantry clustered around (12-17,14-16); no combat units currently alive. Place power, build another power, repair fact; four light tanks queued at weap.\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\",\"x\":14,\"y\":19},{\"do\":\"build\",\"item\":\"powr\"},{\"do\":\"repair\",\"building\":121},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"harvest\",\"unit\":153},{\"do\":\"harvest\",\"unit\":224},{\"do\":\"rally\",\"building\":208,\"x\":14,\"y\":16}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1575, "completion_tokens": 261, "total_tokens": 1836, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1573, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00777535, "upstream_inference_prompt_cost": 0.00433015, "upstream_inference_completions_cost": 0.0034452}, "completion_tokens_details": {"reasoning_tokens": 89, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.48, "thoughts": "Enemy infantry are inside the base while our only immediate defense is the War Factory queue. Restore power immediately, keep the harvesters mining, and repair the critically damaged Construction Yard while light tanks complete.", "notes": "Emergency: enemy infantry clustered around (12-17,14-16); no combat units currently alive. Place power, build another power, repair fact; four light tanks queued at weap.", "commands": [{"do": "place", "item": "powr", "x": 14, "y": 19}, {"do": "build", "item": "powr"}, {"do": "repair", "building": 121}, {"do": "harvest", "unit": 131}, {"do": "harvest", "unit": 153}, {"do": "harvest", "unit": 224}, {"do": "rally", "building": 208, "x": 14, "y": 16}], "feedback": ["place powr: ordered (auto-relocated near base if the spot was invalid)", "build powr: started", "repair #121: ordered", "rally #208: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 1300, "deaths_cost": 8600, "units_killed": 11, "units_lost": 41, "buildings_killed": 0, "buildings_lost": 4, "assets_value": 10100, "army_value": 0, "income": 5850, "experience": 13, "order_count": 66}}
{"tick": 7801, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 5:12 (tick 7801 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1 (storage 6000), power 200 made / 140 used, harvesters 3.\nSCORE: assets $18800, army $9500, killed $8600 (41 units, 4 bldgs), lost $1300 (11 units, 0 bldgs). Map explored 28.1%.\nPRODUCTION: Building: fix 8%; Infantry: e3 67%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(98,10) 100%, #130 proc@(92,11) 100%, #134 barr@(95,8) 100%, #152 proc@(97,14) 100%, #191 weap@(94,15) 100%, #209 powr@(93,8) 100%, #227 proc@(100,11) 100%\nYOUR UNITS (32) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x13: #158@(13,14)71%* #161@(12,14)10%* #163@(13,14)90%* #171@(12,14)70%* #174@(12,14)40%* #176@(12,14)42%* #185@(16,16) #189@(17,16)65% #194@(16,16)70% #195@(27,14)8% #214@(30,15) #215@(32,17) #219@(46,24)\n  e3 (Rocket Soldier) x13: #148@(12,14)36%* #150@(13,14)97%* #156@(13,14)51%* #187@(17,16)92% #198@(17,16)90% #199@(16,15) #200@(17,16)98% #203@(16,16) #211@(17,15) #213@(28,14) #222@(54,28) #225@(75,18) #233@(82,11)\n  e4 (Flamethrower) x2: #196@(16,16)81% #197@(16,16)77%\n  e6 (Engineer) x1: #201@(70,20)97%*\n  harv (Ore Truck (harvester)) x3: #132@(90,12) #154@(98,21) #228@(102,18)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (3):\n  #121 fact@(12,16) 33%, #129 proc@(9,16) 100%, #208 weap@(12,13) 100%\nRESULTS OF YOUR LAST COMMANDS:\n  - build fix: started\n  - attack_move: 28 units\n  - rally #134: ordered\n  - rally #191: ordered\n  - train 5x e1: queued\n  - train 3x e3: queued\nYOUR NOTES FROM LAST TURN: Enemy base (12,16): fact#121, weap#208, proc#223. Army attacking there. Building fix for tanks next. Keep e1/e3 spam; add tanks once fix done + cash flows.", "raw": "{\"thoughts\": \"Cash is at $0 so production is stalled; economy must recover. My army is mostly already at the enemy base (12,16) where their Fact is at 33% HP \u2014 concentrate everything and finish it off. Continue the fix and keep harvesters mining.\", \"notes\": \"Enemy base (12,16): fact#121 nearly dead, weap#208, proc#129. Pushing all_army there. Fix building. Cash 0 - need harvesters mining hard.\", \"commands\": [{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":12,\"y\":16},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"harvest\",\"unit\":154},{\"do\":\"harvest\",\"unit\":228},{\"do\":\"rally\",\"building\":134,\"x\":30,\"y\":15},{\"do\":\"rally\",\"building\":191,\"x\":30,\"y\":15}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 2023, "completion_tokens": 959, "total_tokens": 2982, "cost": 0.001531908, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001531908, "upstream_inference_prompt_cost": 0.000381108, "upstream_inference_completions_cost": 0.0011508}, "completion_tokens_details": {"reasoning_tokens": 766, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 8.86, "thoughts": "Cash is at $0 so production is stalled; economy must recover. My army is mostly already at the enemy base (12,16) where their Fact is at 33% HP \u2014 concentrate everything and finish it off. Continue the fix and keep harvesters mining.", "notes": "Enemy base (12,16): fact#121 nearly dead, weap#208, proc#129. Pushing all_army there. Fix building. Cash 0 - need harvesters mining hard.", "commands": [{"do": "attack_move", "units": "all_army", "x": 12, "y": 16}, {"do": "harvest", "unit": 132}, {"do": "harvest", "unit": 154}, {"do": "harvest", "unit": 228}, {"do": "rally", "building": 134, "x": 30, "y": 15}, {"do": "rally", "building": 191, "x": 30, "y": 15}], "feedback": ["attack_move: 28 units", "rally #134: ordered", "rally #191: ordered"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 8600, "deaths_cost": 1300, "units_killed": 41, "units_lost": 11, "buildings_killed": 4, "buildings_lost": 0, "assets_value": 18800, "army_value": 6200, "income": 4500, "experience": 86, "order_count": 71}}
{"tick": 8001, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 5:20 (tick 8001 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $16 + stored ore $1558 (storage 4000), power 0 made / 90 used LOW POWER - production slowed, build power!, harvesters 3.\nSCORE: assets $8100, army $3300, killed $1300 (11 units, 0 bldgs), lost $10900 (41 units, 6 bldgs). Map explored 18.1%.\nPRODUCTION: Vehicle: 1tnk 41%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%\nCAN PRODUCE NOW:\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #129 proc@(9,16) 100%, #151 proc@(8,21) 100%, #208 weap@(12,13) 62%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x3: #131@(8,24) #153@(5,30) #224@(9,24)\nVISIBLE ENEMY UNITS (22):\n  #148 e3@(12,14) 34%, #150 e3@(13,14) 92%, #156 e3@(13,14) 29%, #158 e1@(13,14) 60%, #161 e1@(12,14) 8%, #163 e1@(13,14) 66%, #171 e1@(12,14) 61%, #174 e1@(12,14) 39%, #176 e1@(12,14) 42%, #185 e1@(14,16) 100%, #187 e3@(14,16) 92%, #189 e1@(14,16) 65%, #194 e1@(16,16) 70%, #195 e1@(16,14) 8%, #196 e4@(15,16) 81%, #197 e4@(15,16) 77%, #198 e3@(15,16) 90%, #199 e3@(16,15) 100%, #200 e3@(15,16) 98%, #203 e3@(15,16) 100%, #211 e3@(16,15) 100%, #213 e3@(17,14) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place powr: ordered (auto-relocated near base if the spot was invalid)\n  - build powr: started\n  - repair #121: ordered\n  - rally #208: ordered\nYOUR NOTES FROM LAST TURN: Emergency: enemy infantry clustered around (12-17,14-16); no combat units currently alive. Place power, build another power, repair fact; four light tanks queued at weap.", "raw": "{\"thoughts\":\"Our Construction Yard is gone and enemy infantry are inside the base; preserving the damaged War Factory and getting its queued light tanks out is critical. Restore power, keep all harvesters mining, and repair the factory while tank production continues.\",\"notes\":\"No Construction Yard remains. #208 War Factory at 62% under immediate infantry threat; four light tanks queued. Enemy infantry swarm at (12-17,14-16).\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\",\"x\":10,\"y\":12},{\"do\":\"build\",\"item\":\"powr\"},{\"do\":\"repair\",\"building\":208},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"harvest\",\"unit\":153},{\"do\":\"harvest\",\"unit\":224},{\"do\":\"rally\",\"building\":208,\"x\":13,\"y\":15}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1539, "completion_tokens": 349, "total_tokens": 1888, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1537, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00883795, "upstream_inference_prompt_cost": 0.00423115, "upstream_inference_completions_cost": 0.0046068}, "completion_tokens_details": {"reasoning_tokens": 172, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.1, "thoughts": "Our Construction Yard is gone and enemy infantry are inside the base; preserving the damaged War Factory and getting its queued light tanks out is critical. Restore power, keep all harvesters mining, and repair the factory while tank production continues.", "notes": "No Construction Yard remains. #208 War Factory at 62% under immediate infantry threat; four light tanks queued. Enemy infantry swarm at (12-17,14-16).", "commands": [{"do": "place", "item": "powr", "x": 10, "y": 12}, {"do": "build", "item": "powr"}, {"do": "repair", "building": 208}, {"do": "harvest", "unit": 131}, {"do": "harvest", "unit": 153}, {"do": "harvest", "unit": 224}, {"do": "rally", "building": 208, "x": 13, "y": 15}], "feedback": ["place powr: nothing READY TO PLACE with that type", "build powr: NOT AVAILABLE (not in CAN PRODUCE NOW)", "repair #208: ordered", "rally #208: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 1300, "deaths_cost": 10900, "units_killed": 11, "units_lost": 41, "buildings_killed": 0, "buildings_lost": 6, "assets_value": 8100, "army_value": 0, "income": 6000, "experience": 13, "order_count": 68}}
{"tick": 8001, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 5:20 (tick 8001 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $653 (storage 6000), power 200 made / 140 used, harvesters 3.\nSCORE: assets $19100, army $9800, killed $10900 (41 units, 6 bldgs), lost $1300 (11 units, 0 bldgs). Map explored 28.3%.\nPRODUCTION: Building: fix 22%; Infantry: e3 25%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(98,10) 100%, #130 proc@(92,11) 100%, #134 barr@(95,8) 100%, #152 proc@(97,14) 100%, #191 weap@(94,15) 100%, #209 powr@(93,8) 100%, #227 proc@(100,11) 100%\nYOUR UNITS (33) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x13: #158@(13,14)60%* #161@(12,14)8%* #163@(13,14)66%* #171@(12,14)61%* #174@(12,14)39%* #176@(12,14)42%* #185@(14,16) #189@(14,16)65% #194@(16,16)70% #195@(16,14)8% #214@(19,14) #215@(22,16) #219@(35,24)\n  e3 (Rocket Soldier) x14: #148@(12,14)34%* #150@(13,14)92%* #156@(13,14)29%* #187@(14,16)92% #198@(15,16)90% #199@(16,15) #200@(15,16)98% #203@(15,16) #211@(16,15) #213@(17,14) #222@(44,27) #225@(67,24) #233@(75,16) #235@(92,9)\n  e4 (Flamethrower) x2: #196@(15,16)81% #197@(15,16)77%\n  e6 (Engineer) x1: #201@(70,20)97%*\n  harv (Ore Truck (harvester)) x3: #132@(89,10) #154@(97,15) #228@(99,17)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (2):\n  #129 proc@(9,16) 100%, #208 weap@(12,13) 62%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 28 units\n  - rally #134: ordered\n  - rally #191: ordered\nYOUR NOTES FROM LAST TURN: Enemy base (12,16): fact#121 nearly dead, weap#208, proc#129. Pushing all_army there. Fix building. Cash 0 - need harvesters mining hard.", "raw": "{\"thoughts\":\"Enemy base nearly destroyed - just proc and weap left. Consolidate idle units near enemy base to finish them off, keep stragglers moving in, and let production continue as cash allows.\",\"notes\":\"Enemy base (12,16): only proc#129 and weap#208(62%) remain. Push all_army to finish them. Cash tight - queue paused on low priority infantry, wait for ore income.\",\"commands\":[\n{\"do\":\"attack\",\"units\":[148,150,156,158,161,163,171,174,176,185,189,194,195,214,215],\"target\":129},\n{\"do\":\"attack\",\"units\":[187,196,197,198,199,200,203,211,213],\"target\":208},\n{\"do\":\"attack_move\",\"units\":[219,222,225,233,235],\"x\":12,\"y\":16},\n{\"do\":\"harvest\",\"unit\":132},\n{\"do\":\"harvest\",\"unit\":154},\n{\"do\":\"harvest\",\"unit\":228}\n]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2740, "completion_tokens": 514, "total_tokens": 3254, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.01062, "upstream_inference_prompt_cost": 0.00548, "upstream_inference_completions_cost": 0.00514}, "completion_tokens_details": {"reasoning_tokens": 207, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 9.38, "thoughts": "Enemy base nearly destroyed - just proc and weap left. Consolidate idle units near enemy base to finish them off, keep stragglers moving in, and let production continue as cash allows.", "notes": "Enemy base (12,16): only proc#129 and weap#208(62%) remain. Push all_army to finish them. Cash tight - queue paused on low priority infantry, wait for ore income.", "commands": [{"do": "attack", "units": [148, 150, 156, 158, 161, 163, 171, 174, 176, 185, 189, 194, 195, 214, 215], "target": 129}, {"do": "attack", "units": [187, 196, 197, 198, 199, 200, 203, 211, 213], "target": 208}, {"do": "attack_move", "units": [219, 222, 225, 233, 235], "x": 12, "y": 16}, {"do": "harvest", "unit": 132}, {"do": "harvest", "unit": 154}, {"do": "harvest", "unit": 228}], "feedback": ["attack: 15 units", "attack: 9 units", "attack_move: 5 units"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 10900, "deaths_cost": 1300, "units_killed": 41, "units_lost": 11, "buildings_killed": 6, "buildings_lost": 0, "assets_value": 19100, "army_value": 6500, "income": 5000, "experience": 109, "order_count": 71}}
{"tick": 8201, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 5:28 (tick 8201 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $16 + stored ore $2347 (storage 4000), power 0 made / 60 used LOW POWER - production slowed, build power!, harvesters 3.\nSCORE: assets $6100, army $3300, killed $1300 (11 units, 0 bldgs), lost $12900 (41 units, 7 bldgs). Map explored 18.2%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\nYOUR BUILDINGS (id type @cell hp):\n  #129 proc@(9,16) 15%, #151 proc@(8,21) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x3: #131@(2,30) #153@(5,31) #224@(8,28)\nVISIBLE ENEMY UNITS (18):\n  #148 e3@(12,14) 26%, #150 e3@(13,14) 74%, #158 e1@(13,14) 25%, #161 e1@(12,14) 3%, #171 e1@(12,14) 34%, #174 e1@(12,14) 35%, #176 e1@(12,14) 42%, #185 e1@(14,16) 100%, #187 e3@(14,16) 92%, #189 e1@(14,16) 65%, #194 e1@(14,16) 70%, #195 e1@(14,16) 8%, #196 e4@(15,16) 81%, #197 e4@(15,16) 77%, #198 e3@(15,16) 90%, #200 e3@(15,16) 98%, #203 e3@(15,16) 100%, #215 e1@(14,17) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place powr: nothing READY TO PLACE with that type\n  - build powr: NOT AVAILABLE (not in CAN PRODUCE NOW)\n  - repair #208: ordered\n  - rally #208: ordered\nYOUR NOTES FROM LAST TURN: No Construction Yard remains. #208 War Factory at 62% under immediate infantry threat; four light tanks queued. Enemy infantry swarm at (12-17,14-16).", "raw": "{\"thoughts\":\"Our Construction Yard and production structures are gone, leaving only three ore trucks and two refineries. Preserve the remaining economy and repair the critically damaged refinery while trucks continue mining.\",\"notes\":\"No combat units or build-capable structures remain; #129 refinery is critically damaged. Enemy infantry swarm is near home base around (12-17,14-16).\",\"commands\":[{\"do\":\"repair\",\"building\":129},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"harvest\",\"unit\":153},{\"do\":\"harvest\",\"unit\":224}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1411, "completion_tokens": 178, "total_tokens": 1589, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1409, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00622875, "upstream_inference_prompt_cost": 0.00387915, "upstream_inference_completions_cost": 0.0023496}, "completion_tokens_details": {"reasoning_tokens": 58, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.58, "thoughts": "Our Construction Yard and production structures are gone, leaving only three ore trucks and two refineries. Preserve the remaining economy and repair the critically damaged refinery while trucks continue mining.", "notes": "No combat units or build-capable structures remain; #129 refinery is critically damaged. Enemy infantry swarm is near home base around (12-17,14-16).", "commands": [{"do": "repair", "building": 129}, {"do": "harvest", "unit": 131}, {"do": "harvest", "unit": 153}, {"do": "harvest", "unit": 224}], "feedback": ["repair #129: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 1300, "deaths_cost": 12900, "units_killed": 11, "units_lost": 41, "buildings_killed": 0, "buildings_lost": 7, "assets_value": 6100, "army_value": 0, "income": 6000, "experience": 13, "order_count": 68}}
{"tick": 8201, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 5:28 (tick 8201 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1000 + stored ore $488 (storage 6000), power 200 made / 140 used, harvesters 3.\nSCORE: assets $19000, army $9700, killed $13300 (43 units, 7 bldgs), lost $1700 (13 units, 0 bldgs). Map explored 28.3%.\nPRODUCTION: Building: fix 50%; Infantry: e3 36%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(98,10) 100%, #130 proc@(92,11) 100%, #134 barr@(95,8) 100%, #152 proc@(97,14) 100%, #191 weap@(94,15) 100%, #209 powr@(93,8) 100%, #227 proc@(100,11) 100%\nYOUR UNITS (32) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x12: #158@(13,14)25% #161@(12,14)3% #171@(12,14)34% #174@(12,14)35% #176@(12,14)42% #185@(14,16) #189@(14,16)65% #194@(14,16)70% #195@(14,16)8% #214@(15,15) #215@(14,17) #219@(27,17)\n  e3 (Rocket Soldier) x14: #148@(12,14)26% #150@(13,14)74% #187@(14,16)92% #198@(15,16)90%* #199@(16,15)* #200@(15,16)98%* #203@(15,16)* #211@(16,15)* #213@(17,14)* #222@(36,20) #225@(58,28) #233@(67,24) #235@(83,11) #236@(92,9)\n  e4 (Flamethrower) x2: #196@(15,16)81%* #197@(15,16)77%*\n  e6 (Engineer) x1: #201@(70,20)97%*\n  harv (Ore Truck (harvester)) x3: #132@(85,3) #154@(103,21) #228@(105,22)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (1):\n  #129 proc@(9,16) 15%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 15 units\n  - attack: 9 units\n  - attack_move: 5 units\nYOUR NOTES FROM LAST TURN: Enemy base (12,16): only proc#129 and weap#208(62%) remain. Push all_army to finish them. Cash tight - queue paused on low priority infantry, wait for ore income.", "raw": "{\"thoughts\": \"Enemy base nearly wiped - only a 15% ore refinery visible at (12,16). Most of my army is already clustered there. Finish it off with all_army and keep the queues running.\", \"notes\": \"Enemy base (12,16) almost dead: only proc#129 @15% left. Send all_army to destroy it for the win. Keep producing e3/tanks with income; fix building ~50%.\", \"commands\": [{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":9,\"y\":16},{\"do\":\"attack\",\"units\":\"all_army\",\"target\":129},{\"do\":\"train\",\"item\":\"e3\",\"count\":3},{\"do\":\"train\",\"item\":\"e1\",\"count\":3}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1945, "completion_tokens": 456, "total_tokens": 2401, "cost": 0.000904908, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000904908, "upstream_inference_prompt_cost": 0.000357708, "upstream_inference_completions_cost": 0.0005472}, "completion_tokens_details": {"reasoning_tokens": 288, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.49, "thoughts": "Enemy base nearly wiped - only a 15% ore refinery visible at (12,16). Most of my army is already clustered there. Finish it off with all_army and keep the queues running.", "notes": "Enemy base (12,16) almost dead: only proc#129 @15% left. Send all_army to destroy it for the win. Keep producing e3/tanks with income; fix building ~50%.", "commands": [{"do": "attack_move", "units": "all_army", "x": 9, "y": 16}, {"do": "attack", "units": "all_army", "target": 129}, {"do": "train", "item": "e3", "count": 3}, {"do": "train", "item": "e1", "count": 3}], "feedback": ["attack_move: 28 units", "attack: 28 units", "train 3x e3: queued", "train 3x e1: queued"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 13300, "deaths_cost": 1700, "units_killed": 43, "units_lost": 13, "buildings_killed": 7, "buildings_lost": 0, "assets_value": 19000, "army_value": 6400, "income": 6500, "experience": 129, "order_count": 71}}
{"tick": 8401, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 5:36 (tick 8401 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $16 + stored ore $1174 (storage 2000), power 0 made / 30 used LOW POWER - production slowed, build power!, harvesters 3.\nSCORE: assets $4700, army $3300, killed $1300 (11 units, 0 bldgs), lost $14300 (41 units, 8 bldgs). Map explored 18.2%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\nYOUR BUILDINGS (id type @cell hp):\n  #151 proc@(8,21) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x3: #131@(5,28) #153@(7,26) #224@(9,31)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - repair #129: ordered\nYOUR NOTES FROM LAST TURN: No combat units or build-capable structures remain; #129 refinery is critically damaged. Enemy infantry swarm is near home base around (12-17,14-16).", "raw": "{\"thoughts\":\"Only the refinery and three harvesters remain, with no Construction Yard or production structures. Preserve remaining value by keeping all harvesters mining while awaiting any opportunity.\",\"notes\":\"Base infrastructure has been destroyed except refinery #151; no build capability. Keep harvesters working.\",\"commands\":[{\"do\":\"harvest\",\"unit\":131},{\"do\":\"harvest\",\"unit\":153},{\"do\":\"harvest\",\"unit\":224}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1146, "completion_tokens": 136, "total_tokens": 1282, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1144, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0049456, "upstream_inference_prompt_cost": 0.0031504, "upstream_inference_completions_cost": 0.0017952}, "completion_tokens_details": {"reasoning_tokens": 43, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.92, "thoughts": "Only the refinery and three harvesters remain, with no Construction Yard or production structures. Preserve remaining value by keeping all harvesters mining while awaiting any opportunity.", "notes": "Base infrastructure has been destroyed except refinery #151; no build capability. Keep harvesters working.", "commands": [{"do": "harvest", "unit": 131}, {"do": "harvest", "unit": 153}, {"do": "harvest", "unit": 224}], "feedback": [], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 1300, "deaths_cost": 14300, "units_killed": 11, "units_lost": 41, "buildings_killed": 0, "buildings_lost": 8, "assets_value": 4700, "army_value": 0, "income": 6000, "experience": 13, "order_count": 68}}
{"tick": 8401, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 5:36 (tick 8401 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $824 + stored ore $0 (storage 6000), power 200 made / 140 used, harvesters 3.\nSCORE: assets $19400, army $10100, killed $14700 (43 units, 8 bldgs), lost $1700 (13 units, 0 bldgs). Map explored 28.4%.\nPRODUCTION: Building: fix 78%; Infantry: e1 38%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(98,10) 100%, #130 proc@(92,11) 100%, #134 barr@(95,8) 100%, #152 proc@(97,14) 100%, #191 weap@(94,15) 100%, #209 powr@(93,8) 100%, #227 proc@(100,11) 100%\nYOUR UNITS (34) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x13: #158@(13,14)25%* #161@(12,14)3%* #171@(12,14)34%* #174@(12,14)35%* #176@(12,14)42%* #185@(14,16)* #189@(14,16)65%* #194@(14,16)70%* #195@(14,16)8%* #214@(15,15)* #215@(14,17)* #219@(26,16)* #238@(94,9)\n  e3 (Rocket Soldier) x15: #148@(12,14)26%* #150@(13,14)74%* #187@(14,16)92%* #198@(15,16)90%* #199@(15,15)* #200@(15,16)98%* #203@(15,16)* #211@(14,15)* #213@(16,14)* #222@(34,20)* #225@(57,28)* #233@(65,24)* #235@(81,11)* #236@(90,10)* #237@(91,10)\n  e4 (Flamethrower) x2: #196@(15,16)81%* #197@(14,17)77%*\n  e6 (Engineer) x1: #201@(70,20)97%*\n  harv (Ore Truck (harvester)) x3: #132@(90,11) #154@(106,22) #228@(103,23)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 28 units\n  - attack: 28 units\n  - train 3x e3: queued\n  - train 3x e1: queued\nYOUR NOTES FROM LAST TURN: Enemy base (12,16) almost dead: only proc#129 @15% left. Send all_army to destroy it for the win. Keep producing e3/tanks with income; fix building ~50%.", "raw": "{\"thoughts\": \"Enemy base at (12,16) appears wiped out (no visible enemy buildings/units) but the game hasn't ended, so remaining enemy structures must be in unexplored territory (only 28% explored). I'll sweep my army south and southeast to find them, keep production running, and finish the Service Depot.\", \"notes\": \"Enemy original base (12,16) destroyed; hunting remaining enemy buildings in unexplored south side. Main force sweeping south from (12,16). Units at (57,28)/(65,24) sweeping SE. fix building in progress. Keep training e3/e1.\", \"commands\": [{\"do\":\"attack_move\",\"units\":[148,150,187,198,199,200,203,211,213,158,161,171,174,176,185,189,194,195,214,215,196,197,219],\"x\":20,\"y\":45},{\"do\":\"attack_move\",\"units\":[222,225,233,235,236,237],\"x\":60,\"y\":45},{\"do\":\"train\",\"item\":\"e3\",\"count\":3},{\"do\":\"train\",\"item\":\"e1\",\"count\":5}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 2006, "completion_tokens": 1556, "total_tokens": 3562, "cost": 0.002243208, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.002243208, "upstream_inference_prompt_cost": 0.000376008, "upstream_inference_completions_cost": 0.0018672}, "completion_tokens_details": {"reasoning_tokens": 1302, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 10.2, "thoughts": "Enemy base at (12,16) appears wiped out (no visible enemy buildings/units) but the game hasn't ended, so remaining enemy structures must be in unexplored territory (only 28% explored). I'll sweep my army south and southeast to find them, keep production running, and finish the Service Depot.", "notes": "Enemy original base (12,16) destroyed; hunting remaining enemy buildings in unexplored south side. Main force sweeping south from (12,16). Units at (57,28)/(65,24) sweeping SE. fix building in progress. Keep training e3/e1.", "commands": [{"do": "attack_move", "units": [148, 150, 187, 198, 199, 200, 203, 211, 213, 158, 161, 171, 174, 176, 185, 189, 194, 195, 214, 215, 196, 197, 219], "x": 20, "y": 45}, {"do": "attack_move", "units": [222, 225, 233, 235, 236, 237], "x": 60, "y": 45}, {"do": "train", "item": "e3", "count": 3}, {"do": "train", "item": "e1", "count": 5}], "feedback": ["attack_move: 23 units", "attack_move: 6 units", "train 3x e3: queued", "train 5x e1: queued"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 14700, "deaths_cost": 1700, "units_killed": 43, "units_lost": 13, "buildings_killed": 8, "buildings_lost": 0, "assets_value": 19400, "army_value": 6800, "income": 6000, "experience": 143, "order_count": 77}}
{"tick": 8601, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 5:44 (tick 8601 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $16 + stored ore $1674 (storage 2000), power 0 made / 30 used LOW POWER - production slowed, build power!, harvesters 3.\nSCORE: assets $4700, army $3300, killed $1300 (11 units, 0 bldgs), lost $14300 (41 units, 8 bldgs). Map explored 18.2%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\nYOUR BUILDINGS (id type @cell hp):\n  #151 proc@(8,21) 99%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x3: #131@(8,22)98% #153@(6,25)90% #224@(9,23)\nVISIBLE ENEMY UNITS (7):\n  #148 e3@(12,21) 26%, #150 e3@(13,24) 74%, #158 e1@(13,24) 25%, #161 e1@(12,21) 3%, #171 e1@(12,22) 34%, #174 e1@(12,22) 35%, #176 e1@(12,22) 42%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Base infrastructure has been destroyed except refinery #151; no build capability. Keep harvesters working.", "raw": "{\"thoughts\":\"Our base is effectively destroyed and the remaining refinery cannot rebuild infrastructure. Use the three ore trucks to eliminate the nearby weakened infantry while keeping them active around ore.\",\"notes\":\"Only refinery #151 and 3 harvesters remain; no construction capability. Enemy infantry are adjacent to refinery/harvesters.\",\"commands\":[{\"do\":\"attack\",\"units\":[131,153,224],\"target\":148},{\"do\":\"harvest\",\"unit\":131},{\"do\":\"harvest\",\"unit\":153},{\"do\":\"harvest\",\"unit\":224}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1201, "completion_tokens": 158, "total_tokens": 1359, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1199, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00538725, "upstream_inference_prompt_cost": 0.00330165, "upstream_inference_completions_cost": 0.0020856}, "completion_tokens_details": {"reasoning_tokens": 42, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.79, "thoughts": "Our base is effectively destroyed and the remaining refinery cannot rebuild infrastructure. Use the three ore trucks to eliminate the nearby weakened infantry while keeping them active around ore.", "notes": "Only refinery #151 and 3 harvesters remain; no construction capability. Enemy infantry are adjacent to refinery/harvesters.", "commands": [{"do": "attack", "units": [131, 153, 224], "target": 148}, {"do": "harvest", "unit": 131}, {"do": "harvest", "unit": 153}, {"do": "harvest", "unit": 224}], "feedback": ["attack: 3 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 1300, "deaths_cost": 14300, "units_killed": 11, "units_lost": 41, "buildings_killed": 0, "buildings_lost": 8, "assets_value": 4700, "army_value": 0, "income": 6000, "experience": 13, "order_count": 68}}
{"tick": 8601, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 5:44 (tick 8601 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $477 + stored ore $258 (storage 6000), power 200 made / 140 used, harvesters 3.\nSCORE: assets $19700, army $10400, killed $14700 (43 units, 8 bldgs), lost $1700 (13 units, 0 bldgs). Map explored 33%.\nPRODUCTION: Building: fix READY TO PLACE; Infantry: e1 66%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(98,10) 100%, #130 proc@(92,11) 100%, #134 barr@(95,8) 100%, #152 proc@(97,14) 100%, #191 weap@(94,15) 100%, #209 powr@(93,8) 100%, #227 proc@(100,11) 100%\nYOUR UNITS (37) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x16: #158@(13,24)25% #161@(12,21)3% #171@(12,22)34% #174@(12,22)35% #176@(12,22)42% #185@(14,30) #189@(14,26)65% #194@(14,26)70% #195@(14,26)8% #214@(15,25) #215@(14,27) #219@(28,26) #238@(85,14) #239@(87,11) #240@(90,11) #241@(93,9)\n  e3 (Rocket Soldier) x15: #148@(12,21)26% #150@(13,24)74% #187@(14,27)92% #198@(15,26)90% #199@(15,25) #200@(15,26)98% #203@(15,26) #211@(14,25) #213@(16,24) #222@(41,27) #225@(58,37) #233@(65,34) #235@(74,18) #236@(85,18) #237@(85,17)\n  e4 (Flamethrower) x2: #196@(15,27)81% #197@(14,28)77%\n  e6 (Engineer) x1: #201@(70,20)97%*\n  harv (Ore Truck (harvester)) x3: #132@(89,11) #154@(101,18) #228@(97,15)\nVISIBLE ENEMY UNITS (2):\n  #131 harv@(8,22) 98%, #224 harv@(9,23) 99%\nVISIBLE ENEMY BUILDINGS (1):\n  #151 proc@(8,21) 99%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 23 units\n  - attack_move: 6 units\n  - train 3x e3: queued\n  - train 5x e1: queued\nYOUR NOTES FROM LAST TURN: Enemy original base (12,16) destroyed; hunting remaining enemy buildings in unexplored south side. Main force sweeping south from (12,16). Units at (57,28)/(65,24) sweeping SE. fix building in progress. Keep training e3/e1.", "raw": "{\"thoughts\": \"Enemy main base already destroyed. One enemy proc at (8,21) with two harvesters is exposed near our western force. I'll place the Service Depot, then send the western infantry group to finish off the proc and harvesters while the rest sweeps south.\", \"notes\": \"Enemy base (12,16) destroyed. Remaining enemy visible: proc #151 @(8,21), harv #131/#224 nearby. Western group attacking (9,22). Southeastern units sweeping. fix placed at base.\", \"commands\": [{\"do\":\"place\",\"item\":\"fix\",\"x\":97,\"y\":12},{\"do\":\"attack_move\",\"units\":[158,161,171,174,176,189,194,195,214,215,148,150,187,198,199,200,203,211,213,196,197],\"x\":9,\"y\":22},{\"do\":\"attack\",\"units\":[236,237,235],\"target\":151},{\"do\":\"train\",\"item\":\"e3\",\"count\":3},{\"do\":\"train\",\"item\":\"e1\",\"count\":3},{\"do\":\"harvest\",\"unit\":154}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 2097, "completion_tokens": 1259, "total_tokens": 3356, "cost": 0.001914108, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001914108, "upstream_inference_prompt_cost": 0.000403308, "upstream_inference_completions_cost": 0.0015108}, "completion_tokens_details": {"reasoning_tokens": 1014, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 7.34, "thoughts": "Enemy main base already destroyed. One enemy proc at (8,21) with two harvesters is exposed near our western force. I'll place the Service Depot, then send the western infantry group to finish off the proc and harvesters while the rest sweeps south.", "notes": "Enemy base (12,16) destroyed. Remaining enemy visible: proc #151 @(8,21), harv #131/#224 nearby. Western group attacking (9,22). Southeastern units sweeping. fix placed at base.", "commands": [{"do": "place", "item": "fix", "x": 97, "y": 12}, {"do": "attack_move", "units": [158, 161, 171, 174, 176, 189, 194, 195, 214, 215, 148, 150, 187, 198, 199, 200, 203, 211, 213, 196, 197], "x": 9, "y": 22}, {"do": "attack", "units": [236, 237, 235], "target": 151}, {"do": "train", "item": "e3", "count": 3}, {"do": "train", "item": "e1", "count": 3}, {"do": "harvest", "unit": 154}], "feedback": ["place fix: ordered (auto-relocated near base if the spot was invalid)", "attack_move: 21 units", "attack: 3 units", "train 3x e3: queued", "train 3x e1: queued"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 14700, "deaths_cost": 1700, "units_killed": 43, "units_lost": 13, "buildings_killed": 8, "buildings_lost": 0, "assets_value": 19700, "army_value": 7100, "income": 6000, "experience": 143, "order_count": 85}}
{"tick": 8801, "slot": "Multi0", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 5:52 (tick 8801 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $16 + stored ore $1999 (storage 2000), power 0 made / 30 used LOW POWER - production slowed, build power!, harvesters 1.\nSCORE: assets $2500, army $1100, killed $1300 (11 units, 0 bldgs), lost $16500 (43 units, 8 bldgs). Map explored 18.2%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\nYOUR BUILDINGS (id type @cell hp):\n  #151 proc@(8,21) 85%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #153@(5,31)90%\n  harv.emptyhusk (harv.emptyhusk) x1: #247@(8,22)70%*\n  harv.fullhusk (harv.fullhusk) x1: #245@(9,23)64%*\nVISIBLE ENEMY UNITS (21):\n  #148 e3@(12,21) 26%, #150 e3@(12,24) 74%, #158 e1@(12,24) 25%, #161 e1@(12,21) 3%, #171 e1@(12,22) 34%, #174 e1@(11,22) 35%, #176 e1@(11,22) 42%, #187 e3@(11,24) 92%, #189 e1@(11,25) 65%, #194 e1@(12,25) 70%, #195 e1@(12,25) 8%, #196 e4@(11,25) 81%, #197 e4@(11,24) 77%, #198 e3@(11,24) 90%, #199 e3@(12,24) 100%, #200 e3@(12,25) 98%, #203 e3@(11,24) 100%, #211 e3@(12,24) 100%, #213 e3@(12,24) 100%, #214 e1@(11,24) 100%, #215 e1@(13,24) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 3 units\nYOUR NOTES FROM LAST TURN: Only refinery #151 and 3 harvesters remain; no construction capability. Enemy infantry are adjacent to refinery/harvesters.", "raw": "{\"thoughts\":\"We have lost all construction and combat production, leaving only the refinery and one functional ore truck. I will attempt to use the truck to crush the nearby infantry while keeping it active, and repair the refinery if possible.\",\"notes\":\"Only refinery #151 remains; #153 is the sole functional mobile unit. Enemy infantry concentrated at x11-13,y21-25 around refinery.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[153],\"x\":12,\"y\":23},{\"do\":\"repair\",\"building\":151}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1428, "completion_tokens": 283, "total_tokens": 1711, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1426, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0076615, "upstream_inference_prompt_cost": 0.0039259, "upstream_inference_completions_cost": 0.0037356}, "completion_tokens_details": {"reasoning_tokens": 169, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.65, "thoughts": "We have lost all construction and combat production, leaving only the refinery and one functional ore truck. I will attempt to use the truck to crush the nearby infantry while keeping it active, and repair the refinery if possible.", "notes": "Only refinery #151 remains; #153 is the sole functional mobile unit. Enemy infantry concentrated at x11-13,y21-25 around refinery.", "commands": [{"do": "attack_move", "units": [153], "x": 12, "y": 23}, {"do": "repair", "building": 151}], "feedback": ["attack_move: 1 units", "repair #151: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 1300, "deaths_cost": 16500, "units_killed": 11, "units_lost": 43, "buildings_killed": 0, "buildings_lost": 8, "assets_value": 2500, "army_value": 0, "income": 5825, "experience": 13, "order_count": 68}}
{"tick": 8801, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 5:52 (tick 8801 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction russia (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $477 + stored ore $929 (storage 6000), power 200 made / 170 used, harvesters 3.\nSCORE: assets $21200, army $10700, killed $16900 (45 units, 8 bldgs), lost $1700 (13 units, 0 bldgs). Map explored 39%.\nPRODUCTION: Infantry: e1 95%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: 3tnk Heavy Tank $1150, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, apc APC $850, mnly Minelayer $800, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(98,10) 100%, #130 proc@(92,11) 100%, #134 barr@(95,8) 100%, #152 proc@(97,14) 100%, #191 weap@(94,15) 100%, #209 powr@(93,8) 100%, #227 proc@(100,11) 100%, #242 fix@(97,7) 100%\nYOUR UNITS (40) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x19: #158@(12,24)25% #161@(12,21)3% #171@(12,22)34% #174@(11,22)35% #176@(11,22)42% #185@(20,41)* #189@(11,25)65% #194@(12,25)70% #195@(12,25)8% #214@(11,24) #215@(13,24) #219@(25,35) #238@(76,17) #239@(78,11) #240@(80,9) #241@(83,10) #243@(86,11) #244@(89,11) #246@(92,9)\n  e3 (Rocket Soldier) x15: #148@(12,21)26% #150@(12,24)74% #187@(11,24)92% #198@(11,24)90% #199@(12,24) #200@(12,25)98% #203@(11,24) #211@(12,24) #213@(12,24) #222@(48,34) #225@(59,45)* #233@(61,43) #235@(65,24) #236@(78,15) #237@(77,15)\n  e4 (Flamethrower) x2: #196@(11,25)81% #197@(11,24)77%\n  e6 (Engineer) x1: #201@(70,20)97%*\n  harv (Ore Truck (harvester)) x3: #132@(88,2) #154@(98,17) #228@(103,22)\nVISIBLE ENEMY UNITS (2):\n  #245 harv.fullhusk@(9,23) 64%, #247 harv.emptyhusk@(8,22) 70%\nVISIBLE ENEMY BUILDINGS (1):\n  #151 proc@(8,21) 85%\nRESULTS OF YOUR LAST COMMANDS:\n  - place fix: ordered (auto-relocated near base if the spot was invalid)\n  - attack_move: 21 units\n  - attack: 3 units\n  - train 3x e3: queued\n  - train 3x e1: queued\nYOUR NOTES FROM LAST TURN: Enemy base (12,16) destroyed. Remaining enemy visible: proc #151 @(8,21), harv #131/#224 nearby. Western group attacking (9,22). Southeastern units sweeping. fix placed at base.", "raw": "{\"thoughts\": \"Enemy main base is destroyed; only an isolated enemy refinery #151 at (8,21) remains visible. I need to finish off any remaining enemy buildings to win. My western infantry blob is right there, so I'll send it to attack the refinery while the southeastern group sweeps toward the old enemy base for hidden structures.\", \"notes\": \"Pushing to eliminate last enemy building (proc #151 @8,21). Western group attacking it; SE group sweeping toward (12,16) old base. Cash low, keep production light.\", \"commands\": [{\"do\":\"attack_move\",\"units\":[158,161,171,174,176,187,189,194,195,196,197,198,199,200,203,211,213,214,215,148,150],\"x\":8,\"y\":21},{\"do\":\"attack_move\",\"units\":[222,225,233,235,236,237,238,239,240,241,243,244,246],\"x\":12,\"y\":16},{\"do\":\"attack\",\"units\":[158,171,189,194,214,215],\"target\":151},{\"do\":\"train\",\"item\":\"3tnk\",\"count\":1},{\"do\":\"train\",\"item\":\"e3\",\"count\":2}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 2194, "completion_tokens": 1127, "total_tokens": 3321, "cost": 0.001784808, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001784808, "upstream_inference_prompt_cost": 0.000432408, "upstream_inference_completions_cost": 0.0013524}, "completion_tokens_details": {"reasoning_tokens": 856, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.66, "thoughts": "Enemy main base is destroyed; only an isolated enemy refinery #151 at (8,21) remains visible. I need to finish off any remaining enemy buildings to win. My western infantry blob is right there, so I'll send it to attack the refinery while the southeastern group sweeps toward the old enemy base for hidden structures.", "notes": "Pushing to eliminate last enemy building (proc #151 @8,21). Western group attacking it; SE group sweeping toward (12,16) old base. Cash low, keep production light.", "commands": [{"do": "attack_move", "units": [158, 161, 171, 174, 176, 187, 189, 194, 195, 196, 197, 198, 199, 200, 203, 211, 213, 214, 215, 148, 150], "x": 8, "y": 21}, {"do": "attack_move", "units": [222, 225, 233, 235, 236, 237, 238, 239, 240, 241, 243, 244, 246], "x": 12, "y": 16}, {"do": "attack", "units": [158, 171, 189, 194, 214, 215], "target": 151}, {"do": "train", "item": "3tnk", "count": 1}, {"do": "train", "item": "e3", "count": 2}], "feedback": ["attack_move: 21 units", "attack_move: 13 units", "attack: 6 units", "train 1x 3tnk: queued", "train 2x e3: queued"], "stats": {"win_state": "Undefined", "faction": "russia", "bot_type": "llm-arena", "kills_cost": 16900, "deaths_cost": 1700, "units_killed": 45, "units_lost": 13, "buildings_killed": 8, "buildings_lost": 0, "assets_value": 21200, "army_value": 7400, "income": 7000, "experience": 165, "order_count": 92}}
